use std::mem::ManuallyDrop; use crate::error; use crate::error::assume_d3d12_init; use crate::heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot, LutTextureHeap}; use crate::util::{d3d12_get_closest_format, d3d12_resource_transition, d3d12_update_subresources}; use librashader_common::{FilterMode, ImageFormat, Size, WrapMode}; use librashader_runtime::image::Image; use windows::Win32::Graphics::Direct3D12::{ID3D12CommandList, ID3D12Device, ID3D12GraphicsCommandList, ID3D12Resource, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, D3D12_FEATURE_DATA_FORMAT_SUPPORT, D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE, D3D12_FORMAT_SUPPORT1_TEXTURE2D, D3D12_HEAP_FLAG_NONE, D3D12_HEAP_PROPERTIES, D3D12_HEAP_TYPE_DEFAULT, D3D12_HEAP_TYPE_UPLOAD, D3D12_MEMORY_POOL_UNKNOWN, D3D12_PLACED_SUBRESOURCE_FOOTPRINT, D3D12_RESOURCE_DESC, D3D12_RESOURCE_DIMENSION_BUFFER, D3D12_RESOURCE_DIMENSION_TEXTURE2D, 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_TEX2D_SRV, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RANGE, D3D12_SUBRESOURCE_DATA, D3D12_RESOURCE_STATE_COPY_DEST}; use windows::Win32::Graphics::Dxgi::Common::DXGI_SAMPLE_DESC; use librashader_runtime::scaling::MipmapSize; pub struct LutTexture { resource: ID3D12Resource, descriptor: D3D12DescriptorHeapSlot, size: Size, filter: FilterMode, wrap_mode: WrapMode, } impl LutTexture { pub fn new( device: &ID3D12Device, heap: &mut D3D12DescriptorHeap, cmd: &ID3D12GraphicsCommandList, source: &Image, filter: FilterMode, wrap_mode: WrapMode, mipmap: bool, ) -> error::Result<(LutTexture, ID3D12Resource)> { // todo: d3d12:800 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, MipLevels: if mipmap { source.size.calculate_miplevels() as u16 } else { 1 }, Format: ImageFormat::R8G8B8A8Unorm.into(), SampleDesc: DXGI_SAMPLE_DESC { Count: 1, Quality: 0, }, Layout: Default::default(), Flags: Default::default(), }; let format_support = D3D12_FEATURE_DATA_FORMAT_SUPPORT { Format: desc.Format, Support1: D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE, ..Default::default() }; desc.Format = d3d12_get_closest_format(device, desc.Format, format_support); let descriptor = heap.alloc_slot()?; // create handles on GPU let mut resource: Option = None; unsafe { device.CreateCommittedResource( &D3D12_HEAP_PROPERTIES { Type: D3D12_HEAP_TYPE_DEFAULT, CPUPageProperty: D3D12_CPU_PAGE_PROPERTY_UNKNOWN, MemoryPoolPreference: D3D12_MEMORY_POOL_UNKNOWN, CreationNodeMask: 1, VisibleNodeMask: 1, }, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, None, &mut resource, )?; } assume_d3d12_init!(resource, "CreateCommittedResource"); 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 { MipLevels: desc.MipLevels as u32, ..Default::default() }, }, }; device.CreateShaderResourceView(&resource, Some(&srv_desc), *descriptor.as_ref()); } 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), None, None, 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 mut upload: Option = None; unsafe { device.CreateCommittedResource( &D3D12_HEAP_PROPERTIES { Type: D3D12_HEAP_TYPE_UPLOAD, CPUPageProperty: D3D12_CPU_PAGE_PROPERTY_UNKNOWN, MemoryPoolPreference: D3D12_MEMORY_POOL_UNKNOWN, CreationNodeMask: 1, VisibleNodeMask: 1, }, D3D12_HEAP_FLAG_NONE, &buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, None, &mut upload, )?; } assume_d3d12_init!(upload, "CreateCommittedResource"); unsafe { 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, }]; d3d12_resource_transition(cmd, &resource, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST); d3d12_update_subresources(cmd, &resource, &upload, 0, 0, 1, &subresource)?; d3d12_resource_transition(cmd, &resource, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) } // todo: upload image data to textur Ok((LutTexture { resource, descriptor, size: source.size, filter, wrap_mode, }, upload)) } }