looking-glass/host/platform/Windows/capture/D12/effect/downsample.c
2024-02-28 20:34:09 +11:00

524 lines
15 KiB
C

#include "effect.h"
#include "d12.h"
#include "command_group.h"
#include "com_ref.h"
#include "common/debug.h"
#include "common/windebug.h"
#include "common/array.h"
#include "common/option.h"
#include "downsample_parser.h"
#include <d3dcompiler.h>
#include <math.h>
typedef struct DownsampleInst
{
D12Effect base;
struct
{
float width;
float height;
}
consts;
ID3D12RootSignature ** rootSignature;
ID3D12PipelineState ** pso;
ID3D12DescriptorHeap ** resHeap;
ID3D12Resource ** constBuffer;
unsigned threadsX, threadsY;
DXGI_FORMAT format;
double scaleX, scaleY;
unsigned width, height;
ID3D12Resource ** dst;
}
DownsampleInst;
#define THREADS 8
static Vector downsampleRules = {0};
static void d12_effect_downsampleInitOptions(void)
{
struct Option options[] =
{
DOWNSAMPLE_PARSER("d12", &downsampleRules),
{0}
};
option_register(options);
}
static D12EffectStatus d12_effect_downsampleCreate(D12Effect ** instance,
ID3D12Device3 * device, const DISPLAYCONFIG_PATH_INFO * displayPathInfo)
{
DownsampleInst * this = calloc(1, sizeof(*this));
if (!this)
{
DEBUG_ERROR("out of memory");
return D12_EFFECT_STATUS_ERROR;
}
bool result = D12_EFFECT_STATUS_ERROR;
HRESULT hr;
comRef_scopePush(10);
// samplers
D3D12_STATIC_SAMPLER_DESC staticSamplers[1] =
{
{
.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR,
.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER,
.MaxLOD = D3D12_FLOAT32_MAX,
.ShaderRegister = 0,
.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL
}
};
// shader resource view
D3D12_DESCRIPTOR_RANGE resDescRanges[3] =
{
{
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
.NumDescriptors = 1,
.BaseShaderRegister = 0,
.RegisterSpace = 0,
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
},
{
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
.NumDescriptors = 1,
.BaseShaderRegister = 0,
.RegisterSpace = 0,
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
},
{
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
.NumDescriptors = 1,
.BaseShaderRegister = 0,
.RegisterSpace = 0,
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
}
};
// descriptor table
D3D12_ROOT_PARAMETER rootParams[1] =
{
{
.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
.DescriptorTable =
{
.NumDescriptorRanges = ARRAY_LENGTH(resDescRanges),
.pDescriptorRanges = resDescRanges
}
}
};
// root signature
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc =
{
.Version = D3D_ROOT_SIGNATURE_VERSION_1,
.Desc_1_0 =
{
.NumParameters = ARRAY_LENGTH(rootParams),
.pParameters = rootParams,
.NumStaticSamplers = ARRAY_LENGTH(staticSamplers),
.pStaticSamplers = staticSamplers,
.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE
}
};
// Serialize the root signature
comRef_defineLocal(ID3DBlob, blob );
comRef_defineLocal(ID3DBlob, error);
hr = DX12.D3D12SerializeVersionedRootSignature(
&rootSignatureDesc, blob, error);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to serialize the root signature", hr);
DEBUG_ERROR("%s", (const char *)ID3DBlob_GetBufferPointer(*error));
goto exit;
}
// Create the root signature
comRef_defineLocal(ID3D12RootSignature, rootSignature);
hr = ID3D12Device_CreateRootSignature(
device,
0,
ID3DBlob_GetBufferPointer(*blob),
ID3DBlob_GetBufferSize(*blob),
&IID_ID3D12RootSignature,
(void **)rootSignature);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the root signature", hr);
goto exit;
}
// Compile the shader
const char * computeShader =
"cbuffer Constants : register(b0)\n"
"{\n"
" float Width;\n"
" float Height;\n"
"};\n"
"Texture2D <float4> src : register(t0);\n"
"RWTexture2D<float4> dst : register(u0);\n"
"SamplerState ss : register(s0);\n"
"\n"
"[numthreads(" STR(THREADS) ", " STR(THREADS) ", 1)]\n"
"void main(uint3 dt : SV_DispatchThreadID)\n"
"{\n"
" dst[dt.xy] = src.SampleLevel(ss, \n"
" float2(\n"
" (float(dt.x) + 0.5f) / Width,\n"
" (float(dt.y) + 0.5f) / Height),\n"
" 0);\n"
"}\n";
bool debug = false;
hr = D3DCompile(
computeShader, strlen(computeShader),
NULL, NULL, NULL, "main", "cs_5_0",
debug ? (D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) : 0,
0, blob, error);
if (FAILED(hr))
{
DEBUG_ERROR("Failed to compile the shader");
DEBUG_ERROR("%s", (const char *)ID3DBlob_GetBufferPointer(*error));
goto exit;
}
// Create the PSO
D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc =
{
.pRootSignature = *rootSignature,
.CS =
{
.pShaderBytecode = ID3DBlob_GetBufferPointer(*blob),
.BytecodeLength = ID3DBlob_GetBufferSize (*blob)
}
};
comRef_defineLocal(ID3D12PipelineState, pso);
hr = ID3D12Device3_CreateComputePipelineState(
device, &psoDesc, &IID_ID3D12PipelineState, (void **)pso);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the PSO", hr);
goto exit;
}
// Create the resource descriptor heap
D3D12_DESCRIPTOR_HEAP_DESC resHeapDesc =
{
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
.NumDescriptors = ARRAY_LENGTH(resDescRanges),
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
.NodeMask = 0
};
comRef_defineLocal(ID3D12DescriptorHeap, resHeap);
hr = ID3D12Device3_CreateDescriptorHeap(
device, &resHeapDesc, &IID_ID3D12DescriptorHeap, (void **)resHeap);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the resource descriptor heap", hr);
goto exit;
}
D3D12_HEAP_PROPERTIES constHeapProps =
{
.Type = D3D12_HEAP_TYPE_UPLOAD,
.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN
};
D3D12_RESOURCE_DESC constBufferDesc =
{
.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
.Width = ALIGN_TO(sizeof(this->consts),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT),
.Height = 1,
.DepthOrArraySize = 1,
.MipLevels = 1,
.Format = DXGI_FORMAT_UNKNOWN,
.SampleDesc.Count = 1,
.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
.Flags = D3D12_RESOURCE_FLAG_NONE
};
comRef_defineLocal(ID3D12Resource, constBuffer);
hr = ID3D12Device3_CreateCommittedResource(
device,
&constHeapProps,
D3D12_HEAP_FLAG_NONE,
&constBufferDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&IID_ID3D12Resource,
(void **)constBuffer);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the constant buffer resource", hr);
goto exit;
}
comRef_toGlobal(this->rootSignature, rootSignature);
comRef_toGlobal(this->pso , pso );
comRef_toGlobal(this->resHeap , resHeap );
comRef_toGlobal(this->constBuffer , constBuffer );
result = D12_EFFECT_STATUS_OK;
*instance = &this->base;
exit:
if (!*instance)
free(this);
comRef_scopePop();
return result;
}
static void d12_effect_downsampleFree(D12Effect ** instance)
{
DownsampleInst * this = UPCAST(DownsampleInst, *instance);
free(this);
}
static D12EffectStatus d12_effect_downsampleSetFormat(D12Effect * effect,
ID3D12Device3 * device,
const D12FrameFormat * src,
D12FrameFormat * dst)
{
DownsampleInst * this = UPCAST(DownsampleInst, effect);
comRef_scopePush(1);
D12EffectStatus result = D12_EFFECT_STATUS_ERROR;
HRESULT hr;
DownsampleRule * rule = downsampleRule_match(
&downsampleRules, src->desc.Width, src->desc.Height);
if (!rule || (
rule->targetX == src->desc.Width &&
rule->targetY == src->desc.Height))
{
result = D12_EFFECT_STATUS_BYPASS;
goto exit;
}
D3D12_HEAP_PROPERTIES heapProps =
{
.Type = D3D12_HEAP_TYPE_DEFAULT,
.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
.CreationNodeMask = 1,
.VisibleNodeMask = 1
};
D3D12_RESOURCE_DESC desc =
{
.Format = src->desc.Format,
.Width = rule->targetX,
.Height = rule->targetY,
.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
.MipLevels = 1,
.DepthOrArraySize = 1,
.SampleDesc.Count = 1
};
comRef_defineLocal(ID3D12Resource, res);
hr = ID3D12Device3_CreateCommittedResource(
device, &heapProps, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc,
D3D12_RESOURCE_STATE_COPY_SOURCE, NULL, &IID_ID3D12Resource,
(void **)res);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the destination texture", hr);
goto exit;
}
void * data;
D3D12_RANGE readRange = { 0, 0 };
hr = ID3D12Resource_Map(*this->constBuffer, 0, &readRange, &data);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to map the constants buffer", hr);
goto exit;
}
this->consts.width = rule->targetX;
this->consts.height = rule->targetY;
memcpy(data, &this->consts, sizeof(this->consts));
ID3D12Resource_Unmap(*this->constBuffer, 0, NULL);
comRef_toGlobal(this->dst, res);
this->threadsX = (desc.Width + (THREADS-1)) / THREADS;
this->threadsY = (desc.Height + (THREADS-1)) / THREADS;
this->format = src->desc.Format;
this->scaleX = (double)desc.Width / src->desc.Width;
this->scaleY = (double)desc.Height / src->desc.Height;
this->width = desc.Width;
this->height = desc.Height;
dst->desc = desc;
dst->width = desc.Width;
dst->height = desc.Height;
result = D12_EFFECT_STATUS_OK;
exit:
comRef_scopePop();
return result;
}
static void d12_effect_downsampleAdjustDamage(D12Effect * effect,
RECT dirtyRects[], unsigned * nbDirtyRects)
{
DownsampleInst * this = UPCAST(DownsampleInst, effect);
// scale the dirty rects
for(RECT * rect = dirtyRects; rect < dirtyRects + *nbDirtyRects; ++rect)
{
unsigned width = ceil((double)(rect->right - rect->left) * this->scaleX);
unsigned height = ceil((double)(rect->bottom - rect->top ) * this->scaleY);
rect->left = max(0, floor((double)rect->left * this->scaleX));
rect->right = min(this->width , rect->left + width);
rect->top = max(0, floor((double)rect->top * this->scaleY));
rect->bottom = min(this->height, rect->top + height);
// enlarge the rect to avoid missing damage due to sampler rounding
if (rect->left > 0 ) rect->left -= 1;
if (rect->top > 0 ) rect->top -= 1;
if (rect->right < this->width ) rect->right += 1;
if (rect->bottom < this->height) rect->bottom += 1;
}
}
static ID3D12Resource * d12_effect_downsampleRun(D12Effect * effect,
ID3D12Device3 * device, ID3D12GraphicsCommandList * commandList,
ID3D12Resource * src, RECT dirtyRects[], unsigned * nbDirtyRects)
{
DownsampleInst * this = UPCAST(DownsampleInst, effect);
// transition the destination texture to unordered access so we can write to it
{
D3D12_RESOURCE_BARRIER barrier =
{
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
.Transition =
{
.pResource = *this->dst,
.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE,
.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
}
};
ID3D12GraphicsCommandList_ResourceBarrier(commandList, 1, &barrier);
}
// get the resource heap handle
D3D12_CPU_DESCRIPTOR_HANDLE cpuResHeapHandle =
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(*this->resHeap);
// descriptor for input CBV
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc =
{
.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(*this->constBuffer),
.SizeInBytes = ALIGN_TO(sizeof(this->consts),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)
};
ID3D12Device3_CreateConstantBufferView(device, &cbvDesc, cpuResHeapHandle);
// move to the next slot
cpuResHeapHandle.ptr += ID3D12Device3_GetDescriptorHandleIncrementSize(
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
// descriptor for input SRV
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc =
{
.Format = this->format,
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
.Texture2D.MipLevels = 1
};
ID3D12Device3_CreateShaderResourceView(
device, src, &srvDesc, cpuResHeapHandle);
// move to the next slot
cpuResHeapHandle.ptr += ID3D12Device3_GetDescriptorHandleIncrementSize(
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
// descriptor for the output UAV
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc =
{
.Format = this->format,
.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D
};
ID3D12Device3_CreateUnorderedAccessView(
device, *this->dst, NULL, &uavDesc, cpuResHeapHandle);
// bind the descriptor heaps to the pipeline
ID3D12GraphicsCommandList_SetDescriptorHeaps(commandList, 1, this->resHeap);
// set the pipeline state
ID3D12GraphicsCommandList_SetPipelineState(commandList, *this->pso);
// set the root signature on the command list
ID3D12GraphicsCommandList_SetComputeRootSignature(
commandList, *this->rootSignature);
D3D12_GPU_DESCRIPTOR_HANDLE gpuResHeapHandle =
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(*this->resHeap);
// bind the descriptor tables to the root signature
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
commandList, 0, gpuResHeapHandle);
ID3D12GraphicsCommandList_Dispatch(
commandList, this->threadsX, this->threadsY, 1);
// transition the destination texture to a copy source for the next stage
{
D3D12_RESOURCE_BARRIER barrier =
{
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
.Transition =
{
.pResource = *this->dst,
.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE,
.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
}
};
ID3D12GraphicsCommandList_ResourceBarrier(commandList, 1, &barrier);
}
// return the output buffer
return *this->dst;
}
const D12Effect D12Effect_Downsample =
{
.name = "Downsample",
.initOptions = d12_effect_downsampleInitOptions,
.create = d12_effect_downsampleCreate,
.free = d12_effect_downsampleFree,
.setFormat = d12_effect_downsampleSetFormat,
.adjustDamage = d12_effect_downsampleAdjustDamage,
.run = d12_effect_downsampleRun
};