librashader/librashader-runtime-d3d11/src/texture.rs
2024-02-26 21:17:30 -05:00

205 lines
6.3 KiB
Rust

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::framebuffer::OwnedImage;
/// An image view for use as a shader resource.
///
/// Contains an `ID3D11ShaderResourceView`, and a size.
#[derive(Debug, Clone)]
pub struct D3D11InputView {
/// A handle to the shader resource view.
pub handle: ID3D11ShaderResourceView,
/// The size of the image.
pub size: Size<u32>,
}
/// An image view for use as a render target.
///
/// Contains an `ID3D11RenderTargetView`, and a size.
#[derive(Debug, Clone)]
pub struct D3D11OutputView {
/// A handle to the render target view.
pub handle: ID3D11RenderTargetView,
/// The size of the image.
pub size: Size<u32>,
}
#[derive(Debug, Clone)]
pub struct InputTexture {
pub view: D3D11InputView,
pub filter: FilterMode,
pub wrap_mode: WrapMode,
}
impl InputTexture {
pub(crate) fn from_framebuffer(
fbo: &OwnedImage,
wrap_mode: WrapMode,
filter: FilterMode,
) -> Result<Self> {
Ok(InputTexture {
view: D3D11InputView {
handle: fbo.create_shader_resource_view()?,
size: fbo.size,
},
filter,
wrap_mode,
})
}
}
impl AsRef<InputTexture> for InputTexture {
fn as_ref(&self) -> &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,
},
})
}
}
}