librashader/librashader-runtime-d3d12/src/texture.rs

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use crate::error;
use crate::error::assume_d3d12_init;
use crate::heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot, LutTextureHeap};
use crate::util::d3d12_get_closest_format;
use librashader_common::{FilterMode, ImageFormat, Size, WrapMode};
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use librashader_runtime::image::Image;
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use windows::Win32::Graphics::Direct3D12::{ID3D12CommandList, ID3D12Device, ID3D12GraphicsCommandList, ID3D12Resource, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_FEATURE_DATA_FORMAT_SUPPORT, D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE, D3D12_FORMAT_SUPPORT1_TEXTURE2D, D3D12_HEAP_FLAG_NONE, D3D12_HEAP_PROPERTIES, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_TYPE_UPLOAD, D3D12_MEMORY_POOL_UNKNOWN, D3D12_PLACED_SUBRESOURCE_FOOTPRINT, D3D12_RESOURCE_DESC, D3D12_RESOURCE_DIMENSION_BUFFER, D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_SHADER_RESOURCE_VIEW_DESC, D3D12_SHADER_RESOURCE_VIEW_DESC_0, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_TEX2D_SRV, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RANGE};
use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
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pub struct LutTexture {
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resource: ID3D12Resource,
descriptor: D3D12DescriptorHeapSlot<LutTextureHeap>,
size: Size<u32>,
filter: FilterMode,
wrap_mode: WrapMode,
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}
impl LutTexture {
pub fn new(
device: &ID3D12Device,
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heap: &mut D3D12DescriptorHeap<LutTextureHeap>,
cmd: &ID3D12GraphicsCommandList,
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source: &Image,
filter: FilterMode,
wrap_mode: WrapMode,
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mipmap: bool,
) -> error::Result<LutTexture> {
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// todo: d3d12:800
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let mut desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_TEXTURE2D,
Alignment: 0,
Width: source.size.width as u64,
Height: source.size.height,
DepthOrArraySize: 1,
MipLevels: 1, // todo: mipmaps
// MipLevels: if mipmap { u16::MAX } else { 1 },
Format: ImageFormat::R8G8B8A8Unorm.into(),
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: Default::default(),
Flags: Default::default(),
};
let format_support = D3D12_FEATURE_DATA_FORMAT_SUPPORT {
Format: desc.Format,
Support1: D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE,
..Default::default()
};
desc.Format = d3d12_get_closest_format(device, desc.Format, format_support);
let descriptor = heap.alloc_slot()?;
// create handles on GPU
let mut resource: Option<ID3D12Resource> = None;
unsafe {
device.CreateCommittedResource(
&D3D12_HEAP_PROPERTIES {
Type: D3D12_HEAP_TYPE_DEFAULT,
CPUPageProperty: D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
MemoryPoolPreference: D3D12_MEMORY_POOL_UNKNOWN,
CreationNodeMask: 1,
VisibleNodeMask: 1,
},
D3D12_HEAP_FLAG_NONE,
&desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
None,
&mut resource,
)?;
}
assume_d3d12_init!(resource, "CreateCommittedResource");
unsafe {
let srv_desc = D3D12_SHADER_RESOURCE_VIEW_DESC {
Format: desc.Format,
ViewDimension: D3D12_SRV_DIMENSION_TEXTURE2D,
Shader4ComponentMapping: D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
Anonymous: D3D12_SHADER_RESOURCE_VIEW_DESC_0 {
Texture2D: D3D12_TEX2D_SRV {
MipLevels: desc.MipLevels as u32,
..Default::default()
},
},
};
device.CreateShaderResourceView(&resource, Some(&srv_desc), *descriptor.as_ref());
}
let mut buffer_desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
..Default::default()
};
let mut layout = D3D12_PLACED_SUBRESOURCE_FOOTPRINT::default();
let mut numrows = 0;
let mut rowsize = 0;
let mut total = 0;
// texture upload
unsafe {
device.GetCopyableFootprints(
&desc,
0,
1,
0,
Some(&mut layout),
Some(&mut numrows),
Some(&mut rowsize),
Some(&mut total),
);
buffer_desc.Width = total;
buffer_desc.Height = 1;
buffer_desc.DepthOrArraySize = 1;
buffer_desc.MipLevels = 1;
buffer_desc.SampleDesc.Count = 1;
buffer_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
}
let mut upload: Option<ID3D12Resource> = None;
unsafe {
device.CreateCommittedResource(
&D3D12_HEAP_PROPERTIES {
Type: D3D12_HEAP_TYPE_UPLOAD,
CPUPageProperty: D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
MemoryPoolPreference: D3D12_MEMORY_POOL_UNKNOWN,
CreationNodeMask: 1,
VisibleNodeMask: 1,
},
D3D12_HEAP_FLAG_NONE,
&buffer_desc,
D3D12_RESOURCE_STATE_GENERIC_READ,
None,
&mut upload,
)?;
}
assume_d3d12_init!(upload, "CreateCommittedResource");
unsafe {
let mut range = D3D12_RANGE {
Begin: 0,
End: 0
};
let mut buf = std::ptr::null_mut();
upload.Map(0, Some(&range), Some(&mut buf))?;
upload.Unmap(0, None);
}
// todo: upload image data to textur
Ok(LutTexture {
resource,
descriptor,
size: source.size,
filter,
wrap_mode,
})
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}
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}
// todo https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/Libraries/D3D12RaytracingFallback/Include/d3dx12.h#L1893