rt(d3d11): split luts out to own module

This commit is contained in:
chyyran 2024-03-02 14:32:48 -05:00 committed by Ronny Chan
parent 9dc0cf26fd
commit af3ea252ba
4 changed files with 158 additions and 152 deletions

View file

@ -1,4 +1,4 @@
use crate::texture::{D3D11InputView, InputTexture, LutTexture};
use crate::texture::{D3D11InputView, InputTexture};
use librashader_common::{ImageFormat, Size, Viewport};
use librashader_common::map::FastHashMap;
@ -18,6 +18,7 @@ use crate::error::{assume_d3d11_init, FilterChainError};
use crate::filter_pass::{ConstantBufferBinding, FilterPass};
use crate::framebuffer::OwnedImage;
use crate::graphics_pipeline::D3D11State;
use crate::luts::LutTexture;
use crate::options::{FilterChainOptionsD3D11, FrameOptionsD3D11};
use crate::samplers::SamplerSet;
use crate::util::d3d11_compile_bound_shader;

View file

@ -18,6 +18,7 @@ mod texture;
mod util;
pub mod error;
mod luts;
pub mod options;
use librashader_runtime::impl_filter_chain_parameters;

View file

@ -0,0 +1,152 @@
use crate::error::assume_d3d11_init;
use crate::texture::InputTexture;
use crate::{error, D3D11InputView};
use librashader_common::{FilterMode, WrapMode};
use librashader_runtime::image::Image;
use librashader_runtime::scaling::MipmapSize;
use windows::Win32::Graphics::Direct3D::D3D_SRV_DIMENSION_TEXTURE2D;
use windows::Win32::Graphics::Direct3D11::{
ID3D11Device, ID3D11DeviceContext, ID3D11Texture2D, D3D11_BIND_RENDER_TARGET,
D3D11_BIND_SHADER_RESOURCE, D3D11_BOX, D3D11_CPU_ACCESS_WRITE,
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,
};
use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
#[derive(Debug, Clone)]
pub(crate) struct LutTexture {
// The handle to the Texture2D must be kept alive.
#[allow(dead_code)]
pub handle: ID3D11Texture2D,
#[allow(dead_code)]
pub desc: D3D11_TEXTURE2D_DESC,
pub image: InputTexture,
}
impl AsRef<InputTexture> for LutTexture {
fn as_ref(&self) -> &InputTexture {
&self.image
}
}
impl LutTexture {
pub fn new(
device: &ID3D11Device,
context: &ID3D11DeviceContext,
source: &Image,
desc: D3D11_TEXTURE2D_DESC,
filter: FilterMode,
wrap_mode: WrapMode,
) -> error::Result<LutTexture> {
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 as u32) != 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.0 as u32
} else {
0
},
..desc
};
desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE.0 as u32;
// determine number of mipmaps required
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS.0 as u32) != 0 {
desc.BindFlags |= D3D11_BIND_RENDER_TARGET.0 as u32;
desc.MipLevels = source.size.calculate_miplevels();
}
// Don't need to determine format support because LUTs are always DXGI_FORMAT_R8G8B8A8_UNORM
// since we load them with the Image module.
unsafe {
let mut handle = None;
device.CreateTexture2D(&desc, None, Some(&mut handle))?;
assume_d3d11_init!(handle, "CreateTexture2D");
// need a staging texture to defer mipmap generation
let mut staging = None;
device.CreateTexture2D(
&D3D11_TEXTURE2D_DESC {
MipLevels: 1,
BindFlags: 0,
MiscFlags: 0,
Usage: D3D11_USAGE_STAGING,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
..desc
},
Some(&D3D11_SUBRESOURCE_DATA {
pSysMem: source.bytes.as_ptr().cast(),
SysMemPitch: source.pitch as u32,
SysMemSlicePitch: 0,
}),
Some(&mut staging),
)?;
assume_d3d11_init!(staging, "CreateTexture2D");
context.CopySubresourceRegion(
&handle,
0,
0,
0,
0,
&staging,
0,
Some(&D3D11_BOX {
left: 0,
top: 0,
front: 0,
right: source.size.width,
bottom: source.size.height,
back: 1,
}),
);
let mut srv = None;
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,
},
},
}),
Some(&mut srv),
)?;
assume_d3d11_init!(srv, "CreateShaderResourceView");
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS.0 as u32) != 0 {
context.GenerateMips(&srv)
}
Ok(LutTexture {
handle,
desc,
image: InputTexture {
view: D3D11InputView {
handle: srv,
size: source.size,
},
filter,
wrap_mode,
},
})
}
}
}

View file

@ -1,18 +1,7 @@
use librashader_common::{FilterMode, Size, WrapMode};
use librashader_runtime::image::Image;
use librashader_runtime::scaling::MipmapSize;
use windows::Win32::Graphics::Direct3D::D3D_SRV_DIMENSION_TEXTURE2D;
use windows::Win32::Graphics::Direct3D11::{
ID3D11Device, ID3D11DeviceContext, ID3D11RenderTargetView, ID3D11ShaderResourceView,
ID3D11Texture2D, D3D11_BIND_RENDER_TARGET, D3D11_BIND_SHADER_RESOURCE, D3D11_BOX,
D3D11_CPU_ACCESS_WRITE, 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,
};
use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC;
use crate::error::{assume_d3d11_init, Result};
use crate::error::Result;
use crate::framebuffer::OwnedImage;
use librashader_common::{FilterMode, Size, WrapMode};
use windows::Win32::Graphics::Direct3D11::{ID3D11RenderTargetView, ID3D11ShaderResourceView};
/// An image view for use as a shader resource.
///
@ -65,140 +54,3 @@ impl AsRef<InputTexture> for InputTexture {
self
}
}
#[derive(Debug, Clone)]
pub(crate) struct LutTexture {
// The handle to the Texture2D must be kept alive.
#[allow(dead_code)]
pub handle: ID3D11Texture2D,
#[allow(dead_code)]
pub desc: D3D11_TEXTURE2D_DESC,
pub image: InputTexture,
}
impl AsRef<InputTexture> for LutTexture {
fn as_ref(&self) -> &InputTexture {
&self.image
}
}
impl LutTexture {
pub fn new(
device: &ID3D11Device,
context: &ID3D11DeviceContext,
source: &Image,
desc: D3D11_TEXTURE2D_DESC,
filter: FilterMode,
wrap_mode: WrapMode,
) -> Result<LutTexture> {
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 as u32) != 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.0 as u32
} else {
0
},
..desc
};
desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE.0 as u32;
// determine number of mipmaps required
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS.0 as u32) != 0 {
desc.BindFlags |= D3D11_BIND_RENDER_TARGET.0 as u32;
desc.MipLevels = source.size.calculate_miplevels();
}
// Don't need to determine format support because LUTs are always DXGI_FORMAT_R8G8B8A8_UNORM
// since we load them with the Image module.
unsafe {
let mut handle = None;
device.CreateTexture2D(&desc, None, Some(&mut handle))?;
assume_d3d11_init!(handle, "CreateTexture2D");
// need a staging texture to defer mipmap generation
let mut staging = None;
device.CreateTexture2D(
&D3D11_TEXTURE2D_DESC {
MipLevels: 1,
BindFlags: 0,
MiscFlags: 0,
Usage: D3D11_USAGE_STAGING,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE.0 as u32,
..desc
},
Some(&D3D11_SUBRESOURCE_DATA {
pSysMem: source.bytes.as_ptr().cast(),
SysMemPitch: source.pitch as u32,
SysMemSlicePitch: 0,
}),
Some(&mut staging),
)?;
assume_d3d11_init!(staging, "CreateTexture2D");
context.CopySubresourceRegion(
&handle,
0,
0,
0,
0,
&staging,
0,
Some(&D3D11_BOX {
left: 0,
top: 0,
front: 0,
right: source.size.width,
bottom: source.size.height,
back: 1,
}),
);
let mut srv = None;
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,
},
},
}),
Some(&mut srv),
)?;
assume_d3d11_init!(srv, "CreateShaderResourceView");
if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS.0 as u32) != 0 {
context.GenerateMips(&srv)
}
Ok(LutTexture {
handle,
desc,
image: InputTexture {
view: D3D11InputView {
handle: srv,
size: source.size,
},
filter,
wrap_mode,
},
})
}
}
}