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

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Rust
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use crate::descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot, ResourceWorkHeap};
use crate::util::dxc_compile_shader;
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use crate::{error, util};
use bytemuck::{Pod, Zeroable};
use librashader_common::Size;
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use librashader_runtime::scaling::MipmapSize;
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use std::mem::ManuallyDrop;
use std::ops::Deref;
use widestring::u16cstr;
use windows::Win32::Graphics::Direct3D::Dxc::{
CLSID_DxcCompiler, CLSID_DxcLibrary, DxcCreateInstance,
};
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use windows::Win32::Graphics::Direct3D12::{
ID3D12DescriptorHeap, ID3D12Device, ID3D12GraphicsCommandList, ID3D12PipelineState,
ID3D12Resource, ID3D12RootSignature, 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,
};
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT;
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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|DESCRIPTORS_VOLATILE) ),\" \\
\"DescriptorTable ( UAV(u0, flags=DATA_VOLATILE|DESCRIPTORS_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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own_heaps: bool,
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}
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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>,
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residuals: Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>>,
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}
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impl<'a> MipmapGenContext<'a> {
fn new(
gen: &'a D3D12MipmapGen,
cmd: &'a ID3D12GraphicsCommandList,
heap: &'a mut D3D12DescriptorHeap<ResourceWorkHeap>,
) -> MipmapGenContext<'a> {
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Self {
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gen,
cmd,
heap,
residuals: Vec::new(),
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}
}
/// Generate a set of mipmaps for the resource.
/// This is a "cheap" action and only dispatches a compute shader.
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pub fn generate_mipmaps(
&mut self,
resource: &ID3D12Resource,
miplevels: u16,
size: Size<u32>,
format: DXGI_FORMAT,
) -> error::Result<()> {
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unsafe {
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let residuals = self
.gen
.generate_mipmaps(self.cmd, resource, miplevels, size, format, self.heap)?;
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self.residuals.extend(residuals)
}
Ok(())
}
fn close(self) -> Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>> {
self.residuals
}
}
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impl D3D12MipmapGen {
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pub fn new(device: &ID3D12Device, own_heaps: bool) -> error::Result<D3D12MipmapGen> {
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unsafe {
let library = DxcCreateInstance(&CLSID_DxcLibrary)?;
let compiler = DxcCreateInstance(&CLSID_DxcCompiler)?;
let blob =
dxc_compile_shader(&library, &compiler, GENERATE_MIPS_SRC, u16cstr!("cs_6_0"))?;
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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)?;
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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(),
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BytecodeLength: blob.len(),
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},
NodeMask: 0,
..Default::default()
};
let pipeline = device.CreateComputePipelineState(&desc)?;
Ok(D3D12MipmapGen {
device: device.clone(),
root_signature,
pipeline,
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own_heaps,
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})
}
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}
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/// If own_heap is false, this sets the compute root signature.
/// Otherwise, this does nothing and the root signature is set upon entering a
/// Mipmapping Context
pub fn pin_root_signature(&self, cmd: &ID3D12GraphicsCommandList) {
if !self.own_heaps {
unsafe {
cmd.SetComputeRootSignature(&self.root_signature);
}
}
}
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/// Enters a mipmapping compute context.
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/// This is a relatively expensive operation if set_heap is true,
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/// and should only be done at most a few times per frame.
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///
/// If own_heap is false, then you must ensure that the compute root signature
/// is already bound before entering the context.
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///
/// The list of returned descriptors must be kept around until the command list has been
/// submitted.
#[must_use]
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pub fn mipmapping_context<F, E>(
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&self,
cmd: &ID3D12GraphicsCommandList,
work_heap: &mut D3D12DescriptorHeap<ResourceWorkHeap>,
mut f: F,
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) -> Result<Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>>, E>
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where
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F: FnMut(&mut MipmapGenContext) -> Result<(), E>,
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{
let heap: ID3D12DescriptorHeap = (&(*work_heap)).into();
unsafe {
cmd.SetPipelineState(&self.pipeline);
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if self.own_heaps {
cmd.SetComputeRootSignature(&self.root_signature);
cmd.SetDescriptorHeaps(&[heap]);
}
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}
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let mut context = MipmapGenContext::new(self, cmd, work_heap);
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f(&mut context)?;
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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.
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unsafe fn generate_mipmaps(
&self,
cmd: &ID3D12GraphicsCommandList,
resource: &ID3D12Resource,
miplevels: u16,
size: Size<u32>,
format: DXGI_FORMAT,
work_heap: &mut D3D12DescriptorHeap<ResourceWorkHeap>,
) -> error::Result<Vec<D3D12DescriptorHeapSlot<ResourceWorkHeap>>> {
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// 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()
},
},
};
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self.device
.CreateShaderResourceView(resource, 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()
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},
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},
};
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self.device.CreateUnorderedAccessView(
resource,
None,
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],
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src_mip_index: (i - 1),
};
let mipmap_params = bytemuck::bytes_of(&mipmap_params);
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let barriers = [
util::d3d12_get_resource_transition_subresource(
resource,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
i - 1,
),
util::d3d12_get_resource_transition_subresource(
resource,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
i,
),
];
cmd.ResourceBarrier(&barriers);
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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,
);
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cmd.Dispatch(
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std::cmp::max(scaled.width.div_ceil(8), 1),
std::cmp::max(scaled.height.div_ceil(8), 1),
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1,
);
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// todo: handle manuallyDrop properly.
let uav_barrier = ManuallyDrop::new(D3D12_RESOURCE_UAV_BARRIER {
pResource: windows::core::ManuallyDrop::new(resource),
});
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let barriers = [
D3D12_RESOURCE_BARRIER {
Type: D3D12_RESOURCE_BARRIER_TYPE_UAV,
Anonymous: D3D12_RESOURCE_BARRIER_0 { UAV: uav_barrier },
..Default::default()
},
util::d3d12_get_resource_transition_subresource(
resource,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
i,
),
util::d3d12_get_resource_transition_subresource(
resource,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
i - 1,
),
];
cmd.ResourceBarrier(&barriers);
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}
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Ok(heap_slots)
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}
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}