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Give each in-flight framebuffer a complete post-processing chain and its own COMPUTE recording slot while retaining one physical queue. Claim framebuffer ownership before submitting compute work, and use the frame index for both COMPUTE and COPY recording state. Drain in-flight work before reconfiguring either chain so COPY never references replaced effect resources. Require both chains to contain the same effects, preserve pending damage, and release ownership on every pre-copy failure path.
124 lines
4.0 KiB
C++
124 lines
4.0 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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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <Windows.h>
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#include <wrl/client.h>
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#include <d3d12.h>
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#include <dxgi1_5.h>
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#include <memory>
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#include <vector>
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struct CD3D12Device;
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extern "C" {
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#include "common/types.h"
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}
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using namespace Microsoft::WRL;
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enum class PostProcessStatus
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{
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SUCCESS,
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BYPASS_EFFECT,
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FAILED
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};
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struct D12ColorTransform
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{
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bool matrixEnabled = false;
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float matrix[3][4] = {};
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float scalar = 1.0f;
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bool lutEnabled = false;
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float lut[4096][4] = {};
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};
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bool IsIdentityColorTransform(const D12ColorTransform& transform);
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struct D12FrameFormat
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{
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D3D12_RESOURCE_DESC desc = {};
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unsigned width = 0;
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unsigned height = 0;
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FrameType format = FRAME_TYPE_INVALID;
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bool hdr = false;
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bool hdrPQ = false;
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bool hdrMetadata = false;
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uint32_t sdrWhiteLevel = LG_SDR_WHITE_LEVEL_DEFAULT;
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std::shared_ptr<const D12ColorTransform> colorTransform;
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// HDR static metadata (SMPTE ST 2086)
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// Display color primaries in 0.00002 units (xy coordinates)
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uint16_t displayPrimary[3][2];
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// White point in 0.00002 units
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uint16_t whitePoint[2];
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// Max mastering display luminance in whole cd/m²
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uint32_t maxDisplayLuminance;
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// Min mastering display luminance in 0.0001 cd/m² units
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uint32_t minDisplayLuminance;
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// MaxCLL and MaxFALL in cd/m²
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uint32_t maxContentLightLevel;
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uint32_t maxFrameAverageLightLevel;
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};
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class CPostProcessEffect
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{
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public:
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virtual ~CPostProcessEffect() {}
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virtual const char * GetName() const = 0;
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virtual PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
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const D12FrameFormat& src, D12FrameFormat& dst) = 0;
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virtual void AdjustDamage(RECT dirtyRects[], unsigned * nbDirtyRects) { UNREFERENCED_PARAMETER(dirtyRects); UNREFERENCED_PARAMETER(nbDirtyRects); }
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virtual ComPtr<ID3D12Resource> Run(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) = 0;
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bool Enabled = false;
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};
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class CPostProcessor
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{
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private:
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std::shared_ptr<CD3D12Device> m_dx12Device;
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ComPtr<ID3D12Device3> m_device;
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std::vector<std::unique_ptr<CPostProcessEffect>> m_effects;
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D12FrameFormat m_srcFormat = {};
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D12FrameFormat m_dstFormat = {};
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bool m_effectsActive = false;
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bool m_configured = false;
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public:
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bool Init(std::shared_ptr<CD3D12Device> dx12Device);
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void Reset();
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bool HasSameEffectChain(const CPostProcessor& other) const;
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bool NeedsReconfigure(const D12FrameFormat& srcFormat) const;
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bool Configure(const D12FrameFormat& srcFormat, bool * formatChanged);
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void AdjustFrameDamage(RECT dirtyRects[], unsigned * nbDirtyRects);
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ComPtr<ID3D12Resource> Run(
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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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const D12FrameFormat& GetOutputFormat() const { return m_dstFormat; }
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bool HasActiveEffects() const { return m_effectsActive; }
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};
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