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153 lines
5.1 KiB
C++
153 lines
5.1 KiB
C++
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*/
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#include "CHDR16to10Effect.h"
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#include "CDebug.h"
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#include <cstring>
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using namespace PostProcessUtil;
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bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device)
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{
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D3D12_DESCRIPTOR_RANGE ranges[3] = {};
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ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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ranges[0].NumDescriptors = 1;
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ranges[0].BaseShaderRegister = 0;
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ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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ranges[1].NumDescriptors = 1;
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ranges[1].BaseShaderRegister = 0;
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ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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ranges[2].NumDescriptors = 1;
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ranges[2].BaseShaderRegister = 0;
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ranges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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const char * shader =
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"cbuffer Constants : register(b0)\n"
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"{\n"
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" float SDRWhiteLevel;\n"
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"};\n"
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"Texture2D<float4> src : register(t0);\n"
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"RWTexture2D<float4> dst : register(u0);\n"
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"[numthreads(" POST_PROCESS_THREADS_STR ", " POST_PROCESS_THREADS_STR ", 1)]\n"
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"void main(uint3 dt : SV_DispatchThreadID)\n"
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"{\n"
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" dst[dt.xy] = float4(src[dt.xy].rgb * SDRWhiteLevel, src[dt.xy].a);\n"
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"}\n";
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if (!InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader))
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return false;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = AlignTo(sizeof(m_consts),
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(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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HRESULT hr = device->CreateCommittedResource(&heapProps,
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D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, IID_PPV_ARGS(&m_constBuffer));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create HDR16to10 constant buffer");
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return false;
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}
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void * data = nullptr;
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D3D12_RANGE readRange = { 0, 0 };
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hr = m_constBuffer->Map(0, &readRange, &data);
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if (FAILED(hr))
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return false;
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std::memcpy(data, &m_consts, sizeof(m_consts));
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m_constBuffer->Unmap(0, nullptr);
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return true;
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}
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PostProcessStatus CHDR16to10Effect::SetFormat(
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const ComPtr<ID3D12Device3>& device,
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const D12FrameFormat& src, D12FrameFormat& dst)
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{
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if (src.desc.Format != DXGI_FORMAT_R16G16B16A16_FLOAT || !src.hdr)
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return PostProcessStatus::BYPASS_EFFECT;
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D3D12_RESOURCE_DESC desc = src.desc;
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desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
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desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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if (!CreateDefaultTexture(device, desc, m_dst))
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return PostProcessStatus::FAILED;
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m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
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m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
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dst.desc = desc;
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dst.format = FRAME_TYPE_RGBA10;
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dst.hdr = true;
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dst.hdrPQ = false;
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return PostProcessStatus::SUCCESS;
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}
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ComPtr<ID3D12Resource> CHDR16to10Effect::Run(
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const ComPtr<ID3D12Device3>& device,
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
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unsigned * nbDirtyRects)
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{
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UNREFERENCED_PARAMETER(dirtyRects);
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UNREFERENCED_PARAMETER(nbDirtyRects);
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TransitionDst(commandList, D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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D3D12_CPU_DESCRIPTOR_HANDLE handle =
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m_descHeap->GetCPUDescriptorHandleForHeapStart();
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const UINT inc = device->GetDescriptorHandleIncrementSize(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
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cbvDesc.BufferLocation = m_constBuffer->GetGPUVirtualAddress();
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cbvDesc.SizeInBytes = (UINT)AlignTo(sizeof(m_consts),
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(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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device->CreateConstantBufferView(&cbvDesc, handle);
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handle.ptr += inc;
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srvDesc.Texture2D.MipLevels = 1;
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device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
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handle.ptr += inc;
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D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
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uavDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
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device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
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Bind(commandList);
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commandList->Dispatch(m_threadsX, m_threadsY, 1);
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TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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D3D12_RESOURCE_STATE_COPY_SOURCE);
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return m_dst;
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}
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