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

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use std::mem::ManuallyDrop;
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use std::ops::Deref;
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use windows::Win32::Graphics::Direct3D12::{D3D12_COMPUTE_PIPELINE_STATE_DESC, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_RESOURCE_BARRIER, D3D12_RESOURCE_BARRIER_0, D3D12_RESOURCE_BARRIER_TYPE_UAV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_UAV_BARRIER, D3D12_SHADER_BYTECODE, D3D12_SHADER_RESOURCE_VIEW_DESC, D3D12_SHADER_RESOURCE_VIEW_DESC_0, D3D12_SRV_DIMENSION_TEXTURE2D, D3D12_TEX2D_SRV, D3D12_TEX2D_UAV, D3D12_UAV_DIMENSION_TEXTURE2D, D3D12_UNORDERED_ACCESS_VIEW_DESC, D3D12_UNORDERED_ACCESS_VIEW_DESC_0, ID3D12DescriptorHeap, ID3D12Device, ID3D12GraphicsCommandList, ID3D12PipelineState, ID3D12Resource, ID3D12RootSignature};
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use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT;
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use librashader_common::Size;
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use crate::{error, util};
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use crate::descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot, ResourceWorkHeap};
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use crate::util::d3d_compile_shader;
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use bytemuck::{Zeroable, Pod};
use librashader_runtime::scaling::MipmapSize;
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static GENERATE_MIPS_SRC: &[u8] = b"
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkID=615561
#define GenerateMipsRS \\
\"RootFlags ( DENY_VERTEX_SHADER_ROOT_ACCESS |\" \\
\" DENY_DOMAIN_SHADER_ROOT_ACCESS |\" \\
\" DENY_GEOMETRY_SHADER_ROOT_ACCESS |\" \\
\" DENY_HULL_SHADER_ROOT_ACCESS |\" \\
\" DENY_PIXEL_SHADER_ROOT_ACCESS ),\" \\
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\"DescriptorTable ( SRV(t0, flags=DATA_VOLATILE) ),\" \\
\"DescriptorTable ( UAV(u0, flags=DATA_VOLATILE) ),\" \\
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\"RootConstants(num32BitConstants=3, b0),\" \\
\"StaticSampler(s0,\"\\
\" filter = FILTER_MIN_MAG_LINEAR_MIP_POINT,\"\\
\" addressU = TEXTURE_ADDRESS_CLAMP,\"\\
\" addressV = TEXTURE_ADDRESS_CLAMP,\"\\
\" addressW = TEXTURE_ADDRESS_CLAMP )\"
SamplerState Sampler : register(s0);
Texture2D<float4> SrcMip : register(t0);
RWTexture2D<float4> OutMip : register(u0);
cbuffer MipConstants : register(b0)
{
float2 InvOutTexelSize; // texel size for OutMip (NOT SrcMip)
uint SrcMipIndex;
}
float4 Mip(uint2 coord)
{
float2 uv = (coord.xy + 0.5) * InvOutTexelSize;
return SrcMip.SampleLevel(Sampler, uv, SrcMipIndex);
}
[RootSignature(GenerateMipsRS)]
[numthreads(8, 8, 1)]
void main(uint3 DTid : SV_DispatchThreadID)
{
OutMip[DTid.xy] = Mip(DTid.xy);
}\0";
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pub struct D3D12MipmapGen {
device: ID3D12Device,
root_signature: ID3D12RootSignature,
pipeline: ID3D12PipelineState,
}
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#[derive(Copy, Clone, Zeroable, Pod)]
#[repr(C)]
struct MipConstants {
inv_out_texel_size: [f32; 2],
src_mip_index: u32,
}
pub struct MipmapGenContext<'a> {
gen: &'a D3D12MipmapGen,
cmd: &'a ID3D12GraphicsCommandList,
heap: &'a mut D3D12DescriptorHeap<ResourceWorkHeap>,
residuals: Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>>
}
impl <'a> MipmapGenContext<'a> {
fn new(gen: &'a D3D12MipmapGen, cmd: &'a ID3D12GraphicsCommandList, heap: &'a mut D3D12DescriptorHeap<ResourceWorkHeap>) -> MipmapGenContext<'a> {
Self {
gen, cmd, heap, residuals: Vec::new()
}
}
/// Generate a set of mipmaps for the resource.
/// This is a "cheap" action and only dispatches a compute shader.
pub fn generate_mipmaps(&mut self, resource: &ID3D12Resource, miplevels: u16, size: Size<u32>, format: DXGI_FORMAT)
-> error::Result<()>
{
unsafe {
let residuals = self.gen.generate_mipmaps(self.cmd, resource, miplevels, size, format, self.heap)?;
self.residuals.extend(residuals)
}
Ok(())
}
fn close(self) -> Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>> {
self.residuals
}
}
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impl D3D12MipmapGen {
pub fn new(device: &ID3D12Device) -> error::Result<D3D12MipmapGen> {
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unsafe {
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let blob = d3d_compile_shader(GENERATE_MIPS_SRC, b"main\0", b"cs_5_1\0").unwrap();
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let blob = std::slice::from_raw_parts(blob.GetBufferPointer().cast(), blob.GetBufferSize());
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let root_signature: ID3D12RootSignature = device.CreateRootSignature(0, blob).unwrap();
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let desc = D3D12_COMPUTE_PIPELINE_STATE_DESC {
pRootSignature: windows::core::ManuallyDrop::new(&root_signature),
CS: D3D12_SHADER_BYTECODE {
pShaderBytecode: blob.as_ptr().cast(),
BytecodeLength: blob.len()
},
NodeMask: 0,
..Default::default()
};
let pipeline = device.CreateComputePipelineState(&desc)?;
Ok(D3D12MipmapGen {
device: device.clone(),
root_signature,
pipeline,
})
}
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}
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/// Enters a mipmapping compute context.
/// This is a relatively expensive operation
/// and should only be done at most a few times per frame.
pub fn mipmapping_context<F>(&self, cmd: &ID3D12GraphicsCommandList, work_heap: &mut D3D12DescriptorHeap<ResourceWorkHeap>, mut f: F)
-> error::Result<Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>>>
where
F: FnMut(&mut MipmapGenContext)
{
let heap: ID3D12DescriptorHeap = (&(*work_heap)).into();
unsafe {
cmd.SetComputeRootSignature(&self.root_signature);
cmd.SetPipelineState(&self.pipeline);
cmd.SetDescriptorHeaps(&[heap]);
}
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let mut context = MipmapGenContext::new(self, cmd, work_heap);
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f(&mut context);
Ok(context.close())
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}
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/// SAFETY:
/// - handle must be a CPU handle to an SRV
/// - work_heap must have enough descriptors to fit all miplevels.
unsafe fn generate_mipmaps(&self,
cmd: &ID3D12GraphicsCommandList,
resource: &ID3D12Resource,
miplevels: u16,
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size: Size<u32>,
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format: DXGI_FORMAT,
work_heap: &mut D3D12DescriptorHeap<ResourceWorkHeap>) -> error::Result<Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>>>
{
// create views for mipmap generation
let srv = work_heap.alloc_slot()?;
{
let srv_desc = D3D12_SHADER_RESOURCE_VIEW_DESC {
Format: 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: miplevels as u32,
..Default::default()
},
},
};
self.device.CreateShaderResourceView(resource,
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Some(&srv_desc), *srv.deref().as_ref());
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}
let mut heap_slots = Vec::with_capacity(miplevels as usize);
heap_slots.push(srv);
for i in 1..miplevels {
let descriptor = work_heap.alloc_slot()?;
let desc = D3D12_UNORDERED_ACCESS_VIEW_DESC {
Format: format,
ViewDimension: D3D12_UAV_DIMENSION_TEXTURE2D,
Anonymous: D3D12_UNORDERED_ACCESS_VIEW_DESC_0 {
Texture2D: D3D12_TEX2D_UAV {
MipSlice: i as u32,
..Default::default()
}
},
};
self.device.CreateUnorderedAccessView(resource, None,
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Some(&desc), *descriptor.deref().as_ref()
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);
heap_slots.push(descriptor);
}
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cmd.SetComputeRootDescriptorTable(0, *heap_slots[0].deref().as_ref());
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for i in 1..miplevels as u32 {
let scaled = size.scale_mipmap(i);
let mipmap_params = MipConstants {
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inv_out_texel_size: [
1.0 / scaled.width as f32,
1.0 / scaled.height as f32
],
src_mip_index: (i - 1),
};
let mipmap_params = bytemuck::bytes_of(&mipmap_params);
util::d3d12_resource_transition_subresource(cmd, resource,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
i - 1
);
util::d3d12_resource_transition_subresource(cmd, resource,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
i
);
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cmd.SetComputeRootDescriptorTable(1, *heap_slots[i as usize].deref().as_ref());
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cmd.SetComputeRoot32BitConstants(2,
(std::mem::size_of::<MipConstants>() / std::mem::size_of::<u32>()) as u32,
mipmap_params.as_ptr().cast(),
0);
cmd.Dispatch( std::cmp::max(scaled.width / 8, 1), std::cmp::max(scaled.height / 8, 1), 1);
// todo: handle manuallyDrop properly.
let uav_barrier = ManuallyDrop::new(D3D12_RESOURCE_UAV_BARRIER {
pResource: windows::core::ManuallyDrop::new(resource),
});
let barrier = [D3D12_RESOURCE_BARRIER {
Type: D3D12_RESOURCE_BARRIER_TYPE_UAV,
Anonymous: D3D12_RESOURCE_BARRIER_0 {
UAV: uav_barrier
},
..Default::default()
}];
cmd.ResourceBarrier(&barrier);
util::d3d12_resource_transition_subresource(cmd, resource,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
i
);
}
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Ok(heap_slots)
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}
}