use crate::descriptor_heap::ResourceWorkHeap; use crate::resource::{ObtainResourceHandle, ResourceHandleStrategy}; use crate::util::dxc_validate_shader; use crate::{error, util}; use bytemuck::{Pod, Zeroable}; use d3d12_descriptor_heap::{D3D12DescriptorHeap, D3D12DescriptorHeapSlot}; use librashader_common::Size; use librashader_runtime::scaling::MipmapSize; use std::mem::ManuallyDrop; use windows::Win32::Graphics::Direct3D::Dxc::{ CLSID_DxcLibrary, CLSID_DxcValidator, DxcCreateInstance, }; use windows::Win32::Graphics::Direct3D12::{ ID3D12DescriptorHeap, ID3D12Device, ID3D12GraphicsCommandList, ID3D12PipelineState, 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; const GENERATE_MIPMAPS_CS: &[u8] = include_bytes!("../shader/mipmap.dxil"); pub struct D3D12MipmapGen { device: ID3D12Device, root_signature: ID3D12RootSignature, pipeline: ID3D12PipelineState, own_heaps: bool, } #[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>, residual_barriers: 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(), residual_barriers: 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, T: ObtainResourceHandle>( &mut self, resource: &T, miplevels: u16, size: Size, format: DXGI_FORMAT, ) -> error::Result<()> { unsafe { let (residuals_heap, residual_barriers) = self .gen .generate_mipmaps::(self.cmd, resource, miplevels, size, format, self.heap)?; // heap slots always need to be disposed self.residuals.extend(residuals_heap); // barriers need to be disposed if the handle strategy is incrementref S::cleanup_handler(|| self.residual_barriers.extend(residual_barriers)); } Ok(()) } fn close( self, ) -> ( Vec>, Vec, ) { (self.residuals, self.residual_barriers) } } impl D3D12MipmapGen { pub fn new(device: &ID3D12Device, own_heaps: bool) -> error::Result { unsafe { let library = DxcCreateInstance(&CLSID_DxcLibrary)?; let validator = DxcCreateInstance(&CLSID_DxcValidator)?; let blob = dxc_validate_shader(&library, &validator, GENERATE_MIPMAPS_CS)?; let blob = std::slice::from_raw_parts(blob.GetBufferPointer().cast(), blob.GetBufferSize()); let root_signature: ID3D12RootSignature = device.CreateRootSignature(0, blob)?; let desc = D3D12_COMPUTE_PIPELINE_STATE_DESC { pRootSignature: ManuallyDrop::new(Some(root_signature.clone())), CS: D3D12_SHADER_BYTECODE { pShaderBytecode: blob.as_ptr().cast(), BytecodeLength: blob.len(), }, NodeMask: 0, ..Default::default() }; let pipeline = device.CreateComputePipelineState(&desc)?; drop(ManuallyDrop::into_inner(desc.pRootSignature)); Ok(D3D12MipmapGen { device: device.clone(), root_signature, pipeline, own_heaps, }) } } /// 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); } } } /// Enters a mipmapping compute context. /// This is a relatively expensive operation if set_heap is true, /// and should only be done at most a few times per frame. /// /// If own_heap is false, then you must ensure that the compute root signature /// is already bound before entering the context. /// /// The list of returned descriptors must be kept around until the command list has been /// submitted. #[must_use] pub fn mipmapping_context( &self, cmd: &ID3D12GraphicsCommandList, work_heap: &mut D3D12DescriptorHeap, mut f: F, ) -> Result< ( Vec>, Vec, ), E, > where F: FnMut(&mut MipmapGenContext) -> Result<(), E>, { let heap: ID3D12DescriptorHeap = (&(*work_heap)).into(); unsafe { cmd.SetPipelineState(&self.pipeline); if self.own_heaps { cmd.SetComputeRootSignature(&self.root_signature); cmd.SetDescriptorHeaps(&[Some(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, T: ObtainResourceHandle>( &self, cmd: &ID3D12GraphicsCommandList, resource: &T, miplevels: u16, size: Size, format: DXGI_FORMAT, work_heap: &mut D3D12DescriptorHeap, ) -> error::Result<( Vec>, Vec, )> { // create views for mipmap generation let srv = work_heap.allocate_descriptor()?; unsafe { 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.handle(), Some(&srv_desc), *srv.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.allocate_descriptor()?; 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() }, }, }; unsafe { self.device.CreateUnorderedAccessView( resource.handle(), None, Some(&desc), *descriptor.as_ref(), ); } heap_slots.push(descriptor); } unsafe { cmd.SetComputeRootDescriptorTable(0, *heap_slots[0].as_ref()); } let mut residual_barriers = Vec::new(); 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); 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, ), ]; unsafe { cmd.ResourceBarrier(&barriers); S::cleanup_handler(|| residual_barriers.extend(barriers)); cmd.SetComputeRootDescriptorTable(1, *heap_slots[i as usize].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.div_ceil(8), 1), std::cmp::max(scaled.height.div_ceil(8), 1), 1, ); } let uav_barrier = ManuallyDrop::new(D3D12_RESOURCE_UAV_BARRIER { pResource: unsafe { S::obtain(resource) }, }); 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, ), ]; unsafe { cmd.ResourceBarrier(&barriers); } S::cleanup_handler(|| residual_barriers.extend(barriers)); } Ok((heap_slots, residual_barriers)) } }