use std::mem::ManuallyDrop; use std::ops::Deref; use windows::Win32::Graphics::Direct3D12::{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, ID3D12DescriptorHeap, ID3D12Device, ID3D12GraphicsCommandList, ID3D12PipelineState, ID3D12Resource, ID3D12RootSignature}; use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT; use librashader_common::Size; use crate::{error, util}; use crate::descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot, ResourceWorkHeap}; use crate::util::d3d_compile_shader; use bytemuck::{Zeroable, Pod}; use librashader_runtime::scaling::MipmapSize; 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 ),\" \\ \"DescriptorTable ( SRV(t0, flags=DATA_VOLATILE) ),\" \\ \"DescriptorTable ( UAV(u0, flags=DATA_VOLATILE) ),\" \\ \"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 SrcMip : register(t0); RWTexture2D 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"; pub struct D3D12MipmapGen { device: ID3D12Device, root_signature: ID3D12RootSignature, pipeline: ID3D12PipelineState, } #[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, residuals: Vec> } impl <'a> MipmapGenContext<'a> { fn new(gen: &'a D3D12MipmapGen, cmd: &'a ID3D12GraphicsCommandList, heap: &'a mut D3D12DescriptorHeap) -> MipmapGenContext<'a> { Self { gen, cmd, heap, residuals: Vec::new() } } /// Generate a set of mipmaps for the resource. /// This is a "cheap" action and only dispatches a compute shader. pub fn generate_mipmaps(&mut self, resource: &ID3D12Resource, miplevels: u16, size: Size, format: DXGI_FORMAT) -> error::Result<()> { unsafe { let residuals = self.gen.generate_mipmaps(self.cmd, resource, miplevels, size, format, self.heap)?; self.residuals.extend(residuals) } Ok(()) } fn close(self) -> Vec> { self.residuals } } impl D3D12MipmapGen { pub fn new(device: &ID3D12Device) -> error::Result { unsafe { let blob = d3d_compile_shader(GENERATE_MIPS_SRC, b"main\0", b"cs_5_1\0").unwrap(); let blob = std::slice::from_raw_parts(blob.GetBufferPointer().cast(), blob.GetBufferSize()); let root_signature: ID3D12RootSignature = device.CreateRootSignature(0, blob).unwrap(); let desc = D3D12_COMPUTE_PIPELINE_STATE_DESC { pRootSignature: windows::core::ManuallyDrop::new(&root_signature), CS: D3D12_SHADER_BYTECODE { pShaderBytecode: blob.as_ptr().cast(), BytecodeLength: blob.len() }, NodeMask: 0, ..Default::default() }; let pipeline = device.CreateComputePipelineState(&desc)?; Ok(D3D12MipmapGen { device: device.clone(), root_signature, pipeline, }) } } /// Enters a mipmapping compute context. /// This is a relatively expensive operation /// and should only be done at most a few times per frame. pub fn mipmapping_context(&self, cmd: &ID3D12GraphicsCommandList, work_heap: &mut D3D12DescriptorHeap, mut f: F) -> error::Result>> where F: FnMut(&mut MipmapGenContext) { let heap: ID3D12DescriptorHeap = (&(*work_heap)).into(); unsafe { cmd.SetComputeRootSignature(&self.root_signature); cmd.SetPipelineState(&self.pipeline); cmd.SetDescriptorHeaps(&[heap]); } let mut context = MipmapGenContext::new(self, cmd, work_heap); f(&mut context); Ok(context.close()) } /// SAFETY: /// - handle must be a CPU handle to an SRV /// - work_heap must have enough descriptors to fit all miplevels. unsafe fn generate_mipmaps(&self, cmd: &ID3D12GraphicsCommandList, resource: &ID3D12Resource, miplevels: u16, size: Size, format: DXGI_FORMAT, work_heap: &mut D3D12DescriptorHeap) -> error::Result>> { // 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() }, }, }; self.device.CreateShaderResourceView(resource, Some(&srv_desc), *srv.deref().as_ref()); } 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() } }, }; self.device.CreateUnorderedAccessView(resource, None, Some(&desc), *descriptor.deref().as_ref() ); heap_slots.push(descriptor); } cmd.SetComputeRootDescriptorTable(0, *heap_slots[0].deref().as_ref()); for i in 1..miplevels as u32 { let scaled = size.scale_mipmap(i); let mipmap_params = MipConstants { inv_out_texel_size: [ 1.0 / scaled.width as f32, 1.0 / scaled.height as f32 ], src_mip_index: (i - 1), }; let mipmap_params = bytemuck::bytes_of(&mipmap_params); util::d3d12_resource_transition_subresource(cmd, resource, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, i - 1 ); util::d3d12_resource_transition_subresource(cmd, resource, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, i ); cmd.SetComputeRootDescriptorTable(1, *heap_slots[i as usize].deref().as_ref()); cmd.SetComputeRoot32BitConstants(2, (std::mem::size_of::() / std::mem::size_of::()) as u32, mipmap_params.as_ptr().cast(), 0); cmd.Dispatch( std::cmp::max(scaled.width / 8, 1), std::cmp::max(scaled.height / 8, 1), 1); // todo: handle manuallyDrop properly. let uav_barrier = ManuallyDrop::new(D3D12_RESOURCE_UAV_BARRIER { pResource: windows::core::ManuallyDrop::new(resource), }); let barrier = [D3D12_RESOURCE_BARRIER { Type: D3D12_RESOURCE_BARRIER_TYPE_UAV, Anonymous: D3D12_RESOURCE_BARRIER_0 { UAV: uav_barrier }, ..Default::default() }]; cmd.ResourceBarrier(&barrier); util::d3d12_resource_transition_subresource(cmd, resource, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, i ); } Ok(heap_slots) } }