librashader/librashader-runtime-d3d11/src/texture.rs

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Rust
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use librashader_common::{FilterMode, Size, WrapMode};
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use librashader_runtime::image::Image;
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use windows::Win32::Graphics::Direct3D::D3D_SRV_DIMENSION_TEXTURE2D;
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use windows::Win32::Graphics::Direct3D11::{
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ID3D11Device, ID3D11DeviceContext, ID3D11ShaderResourceView, ID3D11RenderTargetView, ID3D11Texture2D, D3D11_BIND_FLAG,
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D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_BOX, D3D11_CPU_ACCESS_FLAG,
D3D11_CPU_ACCESS_WRITE, D3D11_RESOURCE_MISC_FLAG, D3D11_RESOURCE_MISC_GENERATE_MIPS,
D3D11_SHADER_RESOURCE_VIEW_DESC, D3D11_SHADER_RESOURCE_VIEW_DESC_0, D3D11_SUBRESOURCE_DATA,
D3D11_TEX2D_SRV, D3D11_TEXTURE2D_DESC, D3D11_USAGE_DYNAMIC, D3D11_USAGE_STAGING,
};
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use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
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use crate::error::Result;
use crate::framebuffer::OwnedFramebuffer;
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#[derive(Debug, Clone)]
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pub struct D3D11InputView {
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pub handle: ID3D11ShaderResourceView,
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pub size: Size<u32>,
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}
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#[derive(Debug, Clone)]
pub struct D3D11OutputView {
pub handle: ID3D11RenderTargetView,
pub size: Size<u32>,
}
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#[derive(Debug, Clone)]
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pub(crate) struct InputTexture {
pub view: D3D11InputView,
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pub filter: FilterMode,
pub wrap_mode: WrapMode,
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}
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impl InputTexture {
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pub fn from_framebuffer(
fbo: &OwnedFramebuffer,
wrap_mode: WrapMode,
filter: FilterMode,
) -> Result<Self> {
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Ok(InputTexture {
view: D3D11InputView {
handle: fbo.create_shader_resource_view()?,
size: fbo.size,
},
filter,
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wrap_mode,
})
}
}
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#[derive(Debug, Clone)]
pub(crate) struct LutTexture {
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// The handle to the Texture2D must be kept alive.
#[allow(dead_code)]
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pub handle: ID3D11Texture2D,
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#[allow(dead_code)]
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pub desc: D3D11_TEXTURE2D_DESC,
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pub image: InputTexture,
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}
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impl LutTexture {
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pub fn new(
device: &ID3D11Device,
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context: &ID3D11DeviceContext,
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source: &Image,
desc: D3D11_TEXTURE2D_DESC,
filter: FilterMode,
wrap_mode: WrapMode,
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) -> Result<LutTexture> {
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let mut desc = D3D11_TEXTURE2D_DESC {
Width: source.size.width,
Height: source.size.height,
// todo: set this to 0
MipLevels: if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS).0 != 0 {
0
} else {
1
},
ArraySize: 1,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
CPUAccessFlags: if desc.Usage == D3D11_USAGE_DYNAMIC {
D3D11_CPU_ACCESS_WRITE
} else {
D3D11_CPU_ACCESS_FLAG(0)
},
..desc
};
desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
// determine number of mipmaps required
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS).0 != 0 {
let mut width = desc.Width >> 5;
let mut height = desc.Height >> 5;
desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
while width != 0 && height != 0 {
width >>= 1;
height >>= 1;
desc.MipLevels += 1;
}
}
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// Don't need to determine format support because LUTs are always DXGI_FORMAT_R8G8B8A8_UNORM
// since we load them with the Image module.
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unsafe {
let handle = device.CreateTexture2D(&desc, None).unwrap();
// need a staging texture to defer mipmap generation
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let staging = device.CreateTexture2D(
&D3D11_TEXTURE2D_DESC {
MipLevels: 1,
BindFlags: D3D11_BIND_FLAG(0),
MiscFlags: D3D11_RESOURCE_MISC_FLAG(0),
Usage: D3D11_USAGE_STAGING,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE,
..desc
},
Some(&D3D11_SUBRESOURCE_DATA {
pSysMem: source.bytes.as_ptr().cast(),
SysMemPitch: source.pitch as u32,
SysMemSlicePitch: 0,
}),
)?;
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// todo: do format conversion (leverage image crate..?
// is this necessary with CopySubresourceRegion)...
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context.CopySubresourceRegion(
&handle,
0,
0,
0,
0,
&staging,
0,
Some(&D3D11_BOX {
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left: 0,
top: 0,
front: 0,
right: source.size.width,
bottom: source.size.height,
back: 1,
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}),
);
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let srv = device.CreateShaderResourceView(
&handle,
Some(&D3D11_SHADER_RESOURCE_VIEW_DESC {
Format: desc.Format,
ViewDimension: D3D_SRV_DIMENSION_TEXTURE2D,
Anonymous: D3D11_SHADER_RESOURCE_VIEW_DESC_0 {
Texture2D: D3D11_TEX2D_SRV {
MostDetailedMip: 0,
MipLevels: u32::MAX,
},
},
}),
)?;
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if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS).0 != 0 {
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context.GenerateMips(&srv)
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}
// let mut subresource = context.Map(staging, 0, D3D11_MAP_WRITE, 0)?;
// staging.Upd
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Ok(LutTexture {
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handle,
// staging,
desc,
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image: InputTexture {
view: D3D11InputView {
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handle: srv,
size: source.size,
},
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filter,
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wrap_mode,
},
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})
}
}
}