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

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use crate::descriptor_heap::CpuStagingHeap;
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use crate::error;
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use crate::filter_chain::FrameResiduals;
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use crate::mipmap::MipmapGenContext;
use crate::texture::InputTexture;
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use crate::util::{d3d12_get_closest_format, d3d12_resource_transition, d3d12_update_subresources};
use d3d12_descriptor_heap::D3D12DescriptorHeap;
use gpu_allocator::d3d12::{
Allocator, Resource, ResourceCategory, ResourceCreateDesc, ResourceStateOrBarrierLayout,
ResourceType,
};
use gpu_allocator::MemoryLocation;
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use librashader_common::{FilterMode, ImageFormat, WrapMode};
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use librashader_runtime::image::Image;
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use librashader_runtime::scaling::MipmapSize;
use parking_lot::Mutex;
use std::mem::ManuallyDrop;
use std::sync::Arc;
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use windows::Win32::Graphics::Direct3D12::{
ID3D12Device, ID3D12GraphicsCommandList, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
D3D12_FEATURE_DATA_FORMAT_SUPPORT, D3D12_FORMAT_SUPPORT1_MIP,
D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE, D3D12_FORMAT_SUPPORT1_TEXTURE2D,
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT, D3D12_RESOURCE_DESC, D3D12_RESOURCE_DIMENSION_BUFFER,
D3D12_RESOURCE_DIMENSION_TEXTURE2D, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COPY_DEST, 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_SUBRESOURCE_DATA,
D3D12_TEX2D_SRV, D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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};
use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
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pub struct LutTexture {
resource: ManuallyDrop<Resource>,
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view: InputTexture,
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miplevels: Option<u16>,
// Staging heap needs to be kept alive until the command list is submitted, which is
// really annoying. We could probably do better but it's safer to keep it around.
staging: ManuallyDrop<Resource>,
allocator: Arc<Mutex<Allocator>>,
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}
impl LutTexture {
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pub(crate) fn new(
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device: &ID3D12Device,
allocator: &Arc<Mutex<Allocator>>,
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heap: &mut D3D12DescriptorHeap<CpuStagingHeap>,
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cmd: &ID3D12GraphicsCommandList,
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source: &Image,
filter: FilterMode,
wrap_mode: WrapMode,
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mipmap: bool,
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gc: &mut FrameResiduals,
) -> error::Result<LutTexture> {
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let miplevels = source.size.calculate_miplevels() as u16;
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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,
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MipLevels: if mipmap { miplevels } else { 1 },
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Format: ImageFormat::R8G8B8A8Unorm.into(),
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: Default::default(),
Flags: Default::default(),
};
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let mut format_support = D3D12_FEATURE_DATA_FORMAT_SUPPORT {
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Format: desc.Format,
Support1: D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE,
..Default::default()
};
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if mipmap {
desc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
format_support.Support1 |= D3D12_FORMAT_SUPPORT1_MIP;
}
desc.Format = d3d12_get_closest_format(device, format_support);
let descriptor = heap.allocate_descriptor()?;
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// create handles on GPU
let resource = allocator.lock().create_resource(&ResourceCreateDesc {
name: "lut alloc",
memory_location: MemoryLocation::GpuOnly,
resource_category: ResourceCategory::OtherTexture,
resource_desc: &desc,
castable_formats: &[],
clear_value: None,
initial_state_or_layout: ResourceStateOrBarrierLayout::ResourceState(
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
),
resource_type: &ResourceType::Placed,
})?;
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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 {
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MipLevels: u32::MAX,
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..Default::default()
},
},
};
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device.CreateShaderResourceView(
resource.resource(),
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Some(&srv_desc),
*descriptor.as_ref(),
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);
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}
let mut buffer_desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
..Default::default()
};
let mut layout = D3D12_PLACED_SUBRESOURCE_FOOTPRINT::default();
let mut total = 0;
// texture upload
unsafe {
device.GetCopyableFootprints(
&desc,
0,
1,
0,
Some(&mut layout),
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None,
None,
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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 upload = allocator.lock().create_resource(&ResourceCreateDesc {
name: "lut staging",
memory_location: MemoryLocation::CpuToGpu,
resource_category: ResourceCategory::Buffer,
resource_desc: &buffer_desc,
castable_formats: &[],
clear_value: None,
initial_state_or_layout: ResourceStateOrBarrierLayout::ResourceState(
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D3D12_RESOURCE_STATE_GENERIC_READ,
),
resource_type: &ResourceType::Placed,
})?;
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let subresource = [D3D12_SUBRESOURCE_DATA {
pData: source.bytes.as_ptr().cast(),
RowPitch: 4 * source.size.width as isize,
SlicePitch: (4 * source.size.width * source.size.height) as isize,
}];
gc.dispose_barriers(d3d12_resource_transition(
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cmd,
&resource.resource(),
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_COPY_DEST,
));
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d3d12_update_subresources(
cmd,
&resource.resource(),
&upload.resource(),
0,
0,
1,
&subresource,
gc,
)?;
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gc.dispose_barriers(d3d12_resource_transition(
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cmd,
&resource.resource(),
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D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
));
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let view = InputTexture::new(
resource.resource().clone(),
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descriptor,
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source.size,
ImageFormat::R8G8B8A8Unorm.into(),
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filter,
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wrap_mode,
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);
Ok(LutTexture {
resource: ManuallyDrop::new(resource),
staging: ManuallyDrop::new(upload),
view,
miplevels: if mipmap { Some(miplevels) } else { None },
allocator: Arc::clone(&allocator),
})
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}
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pub fn generate_mipmaps(&self, gen_mips: &mut MipmapGenContext) -> error::Result<()> {
if let Some(miplevels) = self.miplevels {
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gen_mips.generate_mipmaps(
&self.resource.resource(),
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miplevels,
self.view.size,
ImageFormat::R8G8B8A8Unorm.into(),
)?
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}
Ok(())
}
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}
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impl AsRef<InputTexture> for LutTexture {
fn as_ref(&self) -> &InputTexture {
&self.view
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}
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}
impl Drop for LutTexture {
fn drop(&mut self) {
let resource = unsafe { ManuallyDrop::take(&mut self.resource) };
if let Err(e) = self.allocator.lock().free_resource(resource) {
println!("librashader-runtime-d3d12: [warn] failed to deallocate lut buffer memory {e}")
}
let staging = unsafe { ManuallyDrop::take(&mut self.staging) };
if let Err(e) = self.allocator.lock().free_resource(staging) {
println!("librashader-runtime-d3d12: [warn] failed to deallocate lut staging buffer memory {e}")
}
}
}