looking-glass/host/platform/Windows/capture/D12/effect/rgb24.c
2024-02-28 16:05:56 +11:00

411 lines
12 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 <d3dcompiler.h>
typedef struct TestInstance
{
D12Effect base;
ID3D12RootSignature ** rootSignature;
ID3D12PipelineState ** pso;
ID3D12DescriptorHeap ** descHeap;
unsigned threadsX, threadsY;
ID3D12Resource ** dst;
}
TestInstance;
#define THREADS 8
static void d12_effect_rgb24InitOptions(void)
{
struct Option options[] =
{
{
.module = "d12",
.name = "allowRGB24",
.description =
"Losslessly pack 32-bit RGBA8 into 24-bit RGB (saves bandwidth)",
.type = OPTION_TYPE_BOOL,
.value.x_bool = false
},
{0}
};
option_register(options);
}
static D12EffectStatus d12_effect_rgb24Create(D12Effect ** instance, ID3D12Device3 * device,
const DISPLAYCONFIG_PATH_INFO * displayPathInfo)
{
if (!option_get_bool("d12", "allowRGB24"))
return D12_EFFECT_STATUS_BYPASS;
TestInstance * this = calloc(1, sizeof(*this));
if (!this)
{
DEBUG_ERROR("out of memory");
return D12_EFFECT_STATUS_ERROR;
}
D12EffectStatus result = D12_EFFECT_STATUS_ERROR;
HRESULT hr;
comRef_scopePush(10);
// shader resource view
D3D12_DESCRIPTOR_RANGE descriptorRanges[2] =
{
{
.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
}
};
// discriptor table
D3D12_ROOT_PARAMETER rootParams[1] =
{
{
.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
.DescriptorTable =
{
.NumDescriptorRanges = ARRAY_LENGTH(descriptorRanges),
.pDescriptorRanges = descriptorRanges
}
}
};
// root signature
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc =
{
.Version = D3D_ROOT_SIGNATURE_VERSION_1,
.Desc_1_0 =
{
.NumParameters = ARRAY_LENGTH(rootParams),
.pParameters = rootParams,
.NumStaticSamplers = 0,
.pStaticSamplers = NULL,
.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 * testCode =
"Texture2D <float4> src : register(t0);\n"
"RWTexture2D<float4> dst : register(u0);\n"
"\n"
"[numthreads(" STR(THREADS) ", " STR(THREADS) ", 1)]\n"
"void main(uint3 dt : SV_DispatchThreadID)\n"
"{\n"
" uint fstInputX = (dt.x * 4) / 3;\n"
" float4 color0 = src[uint2(fstInputX, dt.y)];\n"
"\n"
" uint sndInputX = fstInputX + 1;\n"
" float4 color3 = src[uint2(sndInputX, dt.y)];\n"
"\n"
" uint xmod3 = dt.x % 3;\n"
"\n"
" float4 color1 = xmod3 <= 1 ? color0 : color3;\n"
" float4 color2 = xmod3 == 0 ? color0 : color3;\n"
"\n"
" float b = color0.bgr[xmod3];\n"
" float g = color1.grb[xmod3];\n"
" float r = color2.rbg[xmod3];\n"
" float a = color3.bgr[xmod3];\n"
"\n"
" dst[dt.xy] = float4(r, g, b, a);\n"
"}\n";
bool debug = false;
hr = D3DCompile(
testCode, strlen(testCode),
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 descriptor heap
D3D12_DESCRIPTOR_HEAP_DESC descHeapDesc =
{
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
.NumDescriptors = ARRAY_LENGTH(descriptorRanges),
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
.NodeMask = 0
};
comRef_defineLocal(ID3D12DescriptorHeap, descHeap);
hr = ID3D12Device3_CreateDescriptorHeap(
device, &descHeapDesc, &IID_ID3D12DescriptorHeap, (void **)descHeap);
if (FAILED(hr))
{
DEBUG_WINERROR("Failed to create the parameter heap", hr);
goto exit;
}
comRef_toGlobal(this->rootSignature, rootSignature);
comRef_toGlobal(this->pso , pso );
comRef_toGlobal(this->descHeap , descHeap );
result = D12_EFFECT_STATUS_OK;
*instance = &this->base;
exit:
if (!*instance)
free(this);
comRef_scopePop();
return result;
}
static void d12_effect_rgb24Free(D12Effect ** instance)
{
TestInstance * this = UPCAST(TestInstance, *instance);
free(this);
}
static D12EffectStatus d12_effect_rgb24SetFormat(D12Effect * effect,
ID3D12Device3 * device,
const D12FrameFormat * src,
D12FrameFormat * dst)
{
TestInstance * this = UPCAST(TestInstance, effect);
comRef_scopePush(1);
D12EffectStatus result = D12_EFFECT_STATUS_ERROR;
HRESULT hr;
if (src->desc.Format != DXGI_FORMAT_B8G8R8A8_UNORM)
{
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
};
const unsigned packedPitch = ALIGN_TO(src->desc.Width * 3, 4);
D3D12_RESOURCE_DESC desc =
{
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
.Width = ALIGN_TO(packedPitch / 4, 64),
.Height = (src->desc.Width * src->desc.Height) / (packedPitch / 3),
.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_ERROR("Failed to create the destination texture");
goto exit;
}
comRef_toGlobal(this->dst, res);
this->threadsX = (desc.Width + (THREADS-1)) / THREADS;
this->threadsY = (desc.Height + (THREADS-1)) / THREADS;
dst->desc = desc;
dst->format = CAPTURE_FMT_BGR_32;
result = D12_EFFECT_STATUS_OK;
exit:
comRef_scopePop();
return result;
}
static ID3D12Resource * d12_effect_rgb24Run(D12Effect * effect,
ID3D12Device3 * device, ID3D12GraphicsCommandList * commandList,
ID3D12Resource * src, RECT dirtyRects[], unsigned * nbDirtyRects)
{
TestInstance * this = UPCAST(TestInstance, 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 heap handle
D3D12_CPU_DESCRIPTOR_HANDLE cpuSrvUavHandle =
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(*this->descHeap);
// descriptor for input SRV
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc =
{
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
.Texture2D.MipLevels = 1
};
ID3D12Device3_CreateShaderResourceView(
device, src, &srvDesc, cpuSrvUavHandle);
// move to the next slot
cpuSrvUavHandle.ptr += ID3D12Device3_GetDescriptorHandleIncrementSize(
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
// descriptor for the output UAV
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc =
{
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D
};
ID3D12Device3_CreateUnorderedAccessView(
device, *this->dst, NULL, &uavDesc, cpuSrvUavHandle);
// bind the descriptor heap to the pipeline
ID3D12GraphicsCommandList_SetDescriptorHeaps(commandList, 1, this->descHeap);
// set the pipeline state
ID3D12GraphicsCommandList_SetPipelineState(commandList, *this->pso);
// set the root signature on the command list
ID3D12GraphicsCommandList_SetComputeRootSignature(
commandList, *this->rootSignature);
// get the GPU side handle for our heap
D3D12_GPU_DESCRIPTOR_HANDLE gpuSrvUavHandle =
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(*this->descHeap);
// bind the descriptor tables to the root signature
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
commandList, 0, gpuSrvUavHandle);
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);
}
// adjust the dirty rects
for(RECT * rect = dirtyRects; rect < dirtyRects + *nbDirtyRects; ++rect)
{
unsigned width = rect->right - rect->left;
rect->left = (rect->left * 3) / 4;
rect->right = rect->left + (width * 3 + 3) / 4;
}
// return the output buffer
return *this->dst;
}
const D12Effect D12Effect_RGB24 =
{
.name = "RGB24",
.initOptions = d12_effect_rgb24InitOptions,
.create = d12_effect_rgb24Create,
.free = d12_effect_rgb24Free,
.setFormat = d12_effect_rgb24SetFormat,
.run = d12_effect_rgb24Run
};