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https://github.com/gnif/LookingGlass.git
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476 lines
14 KiB
C
476 lines
14 KiB
C
#include "effect.h"
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#include "d12.h"
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#include "command_group.h"
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#include "com_ref.h"
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#include "common/debug.h"
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#include "common/windebug.h"
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#include "common/array.h"
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#include "common/display.h"
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#include "common/option.h"
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#include <d3dcompiler.h>
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typedef struct HDR16to10Inst
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{
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D12Effect base;
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const DISPLAYCONFIG_PATH_INFO * displayPathInfo;
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struct
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{
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float SDRWhiteLevel;
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}
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consts;
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ID3D12RootSignature ** rootSignature;
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ID3D12PipelineState ** pso;
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ID3D12DescriptorHeap ** descHeap;
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ID3D12Resource ** constBuffer;
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unsigned threadsX, threadsY;
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ID3D12Resource ** dst;
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}
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HDR16to10Inst;
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#define THREADS 8
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static void d12_effect_hdr16to10InitOptions(void)
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{
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struct Option options[] =
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{
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{
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.module = "d12",
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.name = "HDR16to10",
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.description =
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"Convert HDR16/8bpp to HDR10/4bpp (saves bandwidth)",
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.type = OPTION_TYPE_BOOL,
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.value.x_bool = true
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},
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{0}
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};
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option_register(options);
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}
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static D12EffectStatus d12_effect_hdr16to10Create(D12Effect ** instance,
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ID3D12Device3 * device, const DISPLAYCONFIG_PATH_INFO * displayPathInfo)
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{
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if (!option_get_bool("d12", "HDR16to10"))
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return D12_EFFECT_STATUS_BYPASS;
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HDR16to10Inst * this = calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_ERROR("out of memory");
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return D12_EFFECT_STATUS_ERROR;
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}
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bool result = D12_EFFECT_STATUS_ERROR;
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HRESULT hr;
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comRef_scopePush(10);
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this->displayPathInfo = displayPathInfo;
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// shader resource view
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D3D12_DESCRIPTOR_RANGE descriptorRanges[3] =
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{
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{
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.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
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.NumDescriptors = 1,
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.BaseShaderRegister = 0,
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.RegisterSpace = 0,
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.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
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},
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{
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.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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.NumDescriptors = 1,
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.BaseShaderRegister = 0,
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.RegisterSpace = 0,
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.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
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},
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{
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.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
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.NumDescriptors = 1,
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.BaseShaderRegister = 0,
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.RegisterSpace = 0,
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.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
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}
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};
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// descriptor table
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D3D12_ROOT_PARAMETER rootParams[1] =
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{
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{
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.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
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.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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.DescriptorTable =
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{
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.NumDescriptorRanges = ARRAY_LENGTH(descriptorRanges),
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.pDescriptorRanges = descriptorRanges
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}
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}
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};
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// root signature
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D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc =
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{
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.Version = D3D_ROOT_SIGNATURE_VERSION_1,
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.Desc_1_0 =
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{
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.NumParameters = ARRAY_LENGTH(rootParams),
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.pParameters = rootParams,
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.NumStaticSamplers = 0,
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.pStaticSamplers = NULL,
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.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE
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}
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};
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// Serialize the root signature
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comRef_defineLocal(ID3DBlob, blob );
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comRef_defineLocal(ID3DBlob, error);
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hr = DX12.D3D12SerializeVersionedRootSignature(
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&rootSignatureDesc, blob, error);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to serialize the root signature", hr);
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DEBUG_ERROR("%s", (const char *)ID3DBlob_GetBufferPointer(*error));
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goto exit;
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}
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// Create the root signature
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comRef_defineLocal(ID3D12RootSignature, rootSignature);
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hr = ID3D12Device_CreateRootSignature(
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device,
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0,
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ID3DBlob_GetBufferPointer(*blob),
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ID3DBlob_GetBufferSize(*blob),
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&IID_ID3D12RootSignature,
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(void **)rootSignature);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the root signature", hr);
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goto exit;
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}
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// Compile the shader
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const char * testCode =
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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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"\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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"\n"
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"[numthreads(" STR(THREADS) ", " STR(THREADS) ", 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] = src[dt.xy] * SDRWhiteLevel;"
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"}\n";
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bool debug = false;
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hr = D3DCompile(
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testCode, strlen(testCode),
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NULL, NULL, NULL, "main", "cs_5_0",
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debug ? (D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) : 0,
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0, blob, error);
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if (FAILED(hr))
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{
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DEBUG_ERROR("Failed to compile the shader");
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DEBUG_ERROR("%s", (const char *)ID3DBlob_GetBufferPointer(*error));
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goto exit;
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}
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// Create the PSO
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D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc =
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{
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.pRootSignature = *rootSignature,
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.CS =
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{
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.pShaderBytecode = ID3DBlob_GetBufferPointer(*blob),
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.BytecodeLength = ID3DBlob_GetBufferSize (*blob)
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}
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};
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comRef_defineLocal(ID3D12PipelineState, pso);
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hr = ID3D12Device3_CreateComputePipelineState(
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device, &psoDesc, &IID_ID3D12PipelineState, (void **)pso);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the PSO", hr);
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goto exit;
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}
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// Create the descriptor heap
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D3D12_DESCRIPTOR_HEAP_DESC descHeapDesc =
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{
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.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
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.NumDescriptors = ARRAY_LENGTH(descriptorRanges),
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.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
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.NodeMask = 0
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};
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comRef_defineLocal(ID3D12DescriptorHeap, descHeap);
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hr = ID3D12Device3_CreateDescriptorHeap(
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device, &descHeapDesc, &IID_ID3D12DescriptorHeap, (void **)descHeap);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the parameter heap", hr);
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goto exit;
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}
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D3D12_HEAP_PROPERTIES constHeapProps =
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{
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.Type = D3D12_HEAP_TYPE_UPLOAD,
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.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN
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};
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D3D12_RESOURCE_DESC constBufferDesc =
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{
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.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
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.Width = ALIGN_TO(sizeof(this->consts),
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT),
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.Height = 1,
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.DepthOrArraySize = 1,
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.MipLevels = 1,
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.Format = DXGI_FORMAT_UNKNOWN,
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.SampleDesc.Count = 1,
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.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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.Flags = D3D12_RESOURCE_FLAG_NONE
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};
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comRef_defineLocal(ID3D12Resource, constBuffer);
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hr = ID3D12Device3_CreateCommittedResource(
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device,
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&constHeapProps,
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D3D12_HEAP_FLAG_NONE,
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&constBufferDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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NULL,
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&IID_ID3D12Resource,
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(void **)constBuffer);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the constant buffer resource", hr);
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goto exit;
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}
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comRef_toGlobal(this->rootSignature, rootSignature);
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comRef_toGlobal(this->pso , pso );
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comRef_toGlobal(this->descHeap , descHeap );
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comRef_toGlobal(this->constBuffer , constBuffer );
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result = D12_EFFECT_STATUS_OK;
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*instance = &this->base;
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exit:
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if (!*instance)
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free(this);
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comRef_scopePop();
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return result;
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}
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static void d12_effect_hdr16to10Free(D12Effect ** instance)
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{
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HDR16to10Inst * this = UPCAST(HDR16to10Inst, *instance);
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free(this);
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}
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static D12EffectStatus d12_effect_hdr16to10SetFormat(D12Effect * effect,
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ID3D12Device3 * device,
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const D12FrameFormat * src,
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D12FrameFormat * dst)
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{
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HDR16to10Inst * this = UPCAST(HDR16to10Inst, effect);
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comRef_scopePush(1);
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D12EffectStatus result = D12_EFFECT_STATUS_ERROR;
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HRESULT hr;
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if (src->desc.Format != DXGI_FORMAT_R16G16B16A16_FLOAT ||
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src->colorSpace != DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
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{
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result = D12_EFFECT_STATUS_BYPASS;
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goto exit;
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}
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D3D12_HEAP_PROPERTIES heapProps =
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{
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.Type = D3D12_HEAP_TYPE_DEFAULT,
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.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
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.CreationNodeMask = 1,
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.VisibleNodeMask = 1
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};
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D3D12_RESOURCE_DESC desc =
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{
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.Format = DXGI_FORMAT_R10G10B10A2_UNORM,
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.Width = src->desc.Width,
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.Height = src->desc.Height,
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.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
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.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
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.MipLevels = 1,
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.DepthOrArraySize = 1,
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.SampleDesc.Count = 1
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};
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comRef_defineLocal(ID3D12Resource, res);
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hr = ID3D12Device3_CreateCommittedResource(
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device, &heapProps, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc,
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D3D12_RESOURCE_STATE_COPY_SOURCE, NULL, &IID_ID3D12Resource,
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(void **)res);
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if (FAILED(hr))
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{
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DEBUG_ERROR("Failed to create the destination texture");
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goto exit;
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}
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comRef_toGlobal(this->dst, res);
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this->threadsX = (desc.Width + (THREADS-1)) / THREADS;
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this->threadsY = (desc.Height + (THREADS-1)) / THREADS;
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dst->desc = desc;
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dst->format = CAPTURE_FMT_RGBA10;
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result = D12_EFFECT_STATUS_OK;
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exit:
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comRef_scopePop();
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return result;
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}
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static ID3D12Resource * d12_effect_hdr16to10Run(D12Effect * effect,
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ID3D12Device3 * device, ID3D12GraphicsCommandList * commandList,
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ID3D12Resource * src, RECT dirtyRects[], unsigned * nbDirtyRects)
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{
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HDR16to10Inst * this = UPCAST(HDR16to10Inst, effect);
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float nits = 80.0f / display_getSDRWhiteLevel(this->displayPathInfo);
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if (nits != this->consts.SDRWhiteLevel)
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{
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this->consts.SDRWhiteLevel = nits;
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void * data;
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D3D12_RANGE readRange = { 0, 0 };
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HRESULT hr = ID3D12Resource_Map(*this->constBuffer, 0, &readRange, &data);
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if (SUCCEEDED(hr))
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{
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memcpy(data, &this->consts, sizeof(this->consts));
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ID3D12Resource_Unmap(*this->constBuffer, 0, NULL);
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}
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}
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// transition the destination texture to unordered access so we can write to it
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{
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D3D12_RESOURCE_BARRIER barrier =
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{
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.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
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.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
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.Transition =
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{
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.pResource = *this->dst,
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.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE,
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.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
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}
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};
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ID3D12GraphicsCommandList_ResourceBarrier(commandList, 1, &barrier);
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}
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// get the heap handle
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D3D12_CPU_DESCRIPTOR_HANDLE cpuSrvUavHandle =
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(*this->descHeap);
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// descriptor for input CBV
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc =
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{
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.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(*this->constBuffer),
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.SizeInBytes = ALIGN_TO(sizeof(this->consts),
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)
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};
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ID3D12Device3_CreateConstantBufferView(device, &cbvDesc, cpuSrvUavHandle);
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// move to the next slot
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cpuSrvUavHandle.ptr += ID3D12Device3_GetDescriptorHandleIncrementSize(
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device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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// descriptor for input SRV
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc =
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{
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.Format = DXGI_FORMAT_R16G16B16A16_FLOAT,
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.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
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.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
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.Texture2D.MipLevels = 1
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};
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ID3D12Device3_CreateShaderResourceView(device, src, &srvDesc, cpuSrvUavHandle);
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// move to the next slot
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cpuSrvUavHandle.ptr += ID3D12Device3_GetDescriptorHandleIncrementSize(
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device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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// descriptor for the output UAV
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D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc =
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{
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.Format = DXGI_FORMAT_R10G10B10A2_UNORM,
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.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D
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};
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ID3D12Device3_CreateUnorderedAccessView(
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device, *this->dst, NULL, &uavDesc, cpuSrvUavHandle);
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// bind the descriptor heap to the pipeline
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ID3D12GraphicsCommandList_SetDescriptorHeaps(commandList, 1, this->descHeap);
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// set the pipeline state
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ID3D12GraphicsCommandList_SetPipelineState(commandList, *this->pso);
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// set the root signature on the command list
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ID3D12GraphicsCommandList_SetComputeRootSignature(
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commandList, *this->rootSignature);
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// get the GPU side handle for our heap
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D3D12_GPU_DESCRIPTOR_HANDLE gpuSrvUavHandle =
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ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(*this->descHeap);
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// bind the descriptor tables to the root signature
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
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commandList, 0, gpuSrvUavHandle);
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ID3D12GraphicsCommandList_Dispatch(
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commandList, this->threadsX, this->threadsY, 1);
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// transition the destination texture to a copy source for the next stage
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{
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D3D12_RESOURCE_BARRIER barrier =
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{
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.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
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.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
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.Transition =
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{
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.pResource = *this->dst,
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.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE,
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.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
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}
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};
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ID3D12GraphicsCommandList_ResourceBarrier(commandList, 1, &barrier);
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}
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// return the output buffer
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return *this->dst;
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}
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const D12Effect D12Effect_HDR16to10 =
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{
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.name = "HDR16to10",
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.initOptions = d12_effect_hdr16to10InitOptions,
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.create = d12_effect_hdr16to10Create,
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.free = d12_effect_hdr16to10Free,
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.setFormat = d12_effect_hdr16to10SetFormat,
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.run = d12_effect_hdr16to10Run
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};
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