/
filter_chain.rs
563 lines (498 loc) · 19.7 KB
/
filter_chain.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
use crate::texture::{D3D11InputView, InputTexture, LutTexture};
use librashader_common::{ImageFormat, Size, Viewport};
use librashader_presets::{ShaderPreset, TextureConfig};
use librashader_reflect::back::targets::HLSL;
use librashader_reflect::back::{CompileReflectShader, CompileShader};
use librashader_reflect::front::GlslangCompilation;
use librashader_reflect::reflect::semantics::{BindingMeta, ShaderSemantics};
use librashader_reflect::reflect::ReflectShader;
use librashader_runtime::image::{Image, UVDirection};
use rustc_hash::FxHashMap;
use std::collections::VecDeque;
use std::path::Path;
use crate::draw_quad::DrawQuad;
use crate::error::{assume_d3d11_init, FilterChainError};
use crate::filter_pass::{ConstantBufferBinding, FilterPass};
use crate::framebuffer::OwnedFramebuffer;
use crate::graphics_pipeline::D3D11State;
use crate::options::{FilterChainOptionsD3D11, FrameOptionsD3D11};
use crate::render_target::RenderTarget;
use crate::samplers::SamplerSet;
use crate::util::d3d11_compile_bound_shader;
use crate::{error, util, D3D11OutputView};
use librashader_reflect::reflect::presets::{CompilePresetTarget, ShaderPassArtifact};
use librashader_runtime::binding::{BindingUtil, TextureInput};
use librashader_runtime::quad::{QuadType, IDENTITY_MVP};
use librashader_runtime::uniforms::UniformStorage;
use rayon::prelude::*;
use windows::Win32::Graphics::Direct3D11::{
ID3D11Buffer, ID3D11Device, ID3D11DeviceContext, D3D11_BIND_CONSTANT_BUFFER, D3D11_BUFFER_DESC,
D3D11_CPU_ACCESS_WRITE, D3D11_RESOURCE_MISC_FLAG, D3D11_RESOURCE_MISC_GENERATE_MIPS,
D3D11_TEXTURE2D_DESC, D3D11_USAGE_DEFAULT, D3D11_USAGE_DYNAMIC,
};
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_R8G8B8A8_UNORM;
pub struct FilterMutable {
pub(crate) passes_enabled: usize,
pub(crate) parameters: FxHashMap<String, f32>,
}
type ShaderPassMeta =
ShaderPassArtifact<impl CompileReflectShader<HLSL, GlslangCompilation> + Send>;
/// A Direct3D 11 filter chain.
pub struct FilterChainD3D11 {
pub(crate) common: FilterCommon,
passes: Vec<FilterPass>,
output_framebuffers: Box<[OwnedFramebuffer]>,
feedback_framebuffers: Box<[OwnedFramebuffer]>,
history_framebuffers: VecDeque<OwnedFramebuffer>,
state: D3D11State,
}
pub(crate) struct Direct3D11 {
pub(crate) device: ID3D11Device,
pub(crate) current_context: ID3D11DeviceContext,
pub(crate) immediate_context: ID3D11DeviceContext,
pub context_is_deferred: bool,
}
pub(crate) struct FilterCommon {
pub(crate) d3d11: Direct3D11,
pub(crate) luts: FxHashMap<usize, LutTexture>,
pub samplers: SamplerSet,
pub output_textures: Box<[Option<InputTexture>]>,
pub feedback_textures: Box<[Option<InputTexture>]>,
pub history_textures: Box<[Option<InputTexture>]>,
pub config: FilterMutable,
pub disable_mipmaps: bool,
pub(crate) draw_quad: DrawQuad,
}
impl FilterChainD3D11 {
/// Load the shader preset at the given path into a filter chain.
pub fn load_from_path(
device: &ID3D11Device,
path: impl AsRef<Path>,
options: Option<&FilterChainOptionsD3D11>,
) -> error::Result<FilterChainD3D11> {
// load passes from preset
let preset = ShaderPreset::try_parse(path)?;
Self::load_from_preset(device, preset, options)
}
/// Load a filter chain from a pre-parsed `ShaderPreset`.
pub fn load_from_preset(
device: &ID3D11Device,
preset: ShaderPreset,
options: Option<&FilterChainOptionsD3D11>,
) -> error::Result<FilterChainD3D11> {
let (passes, semantics) = HLSL::compile_preset_passes::<
GlslangCompilation,
FilterChainError,
>(preset.shaders, &preset.textures)?;
let use_deferred_context = options.map_or(false, |f| f.use_deferred_context);
let samplers = SamplerSet::new(device)?;
// initialize passes
let filters = FilterChainD3D11::init_passes(device, passes, &semantics)?;
let immediate_context = unsafe { device.GetImmediateContext()? };
let current_context = if use_deferred_context {
// check if device supports deferred contexts
if let Err(_) = unsafe { device.CreateDeferredContext(0, None) } {
immediate_context.clone()
} else {
let mut context = None;
unsafe { device.CreateDeferredContext(0, Some(&mut context))? };
assume_d3d11_init!(context, "CreateDeferredContext");
context
}
} else {
immediate_context.clone()
};
// initialize output framebuffers
let mut output_framebuffers = Vec::new();
output_framebuffers.resize_with(filters.len(), || {
OwnedFramebuffer::new(
device,
¤t_context,
Size::new(1, 1),
ImageFormat::R8G8B8A8Unorm,
false,
)
});
// resolve all results
let output_framebuffers = output_framebuffers
.into_iter()
.collect::<error::Result<Vec<OwnedFramebuffer>>>()?;
let mut output_textures = Vec::new();
output_textures.resize_with(filters.len(), || None);
//
// // initialize feedback framebuffers
let mut feedback_framebuffers = Vec::new();
feedback_framebuffers.resize_with(filters.len(), || {
OwnedFramebuffer::new(
device,
¤t_context,
Size::new(1, 1),
ImageFormat::R8G8B8A8Unorm,
false,
)
});
// resolve all results
let feedback_framebuffers = feedback_framebuffers
.into_iter()
.collect::<error::Result<Vec<OwnedFramebuffer>>>()?;
let mut feedback_textures = Vec::new();
feedback_textures.resize_with(filters.len(), || None);
// load luts
let luts = FilterChainD3D11::load_luts(device, ¤t_context, &preset.textures)?;
let (history_framebuffers, history_textures) =
FilterChainD3D11::init_history(device, ¤t_context, &filters)?;
let draw_quad = DrawQuad::new(device, ¤t_context)?;
let state = D3D11State::new(device)?;
Ok(FilterChainD3D11 {
passes: filters,
output_framebuffers: output_framebuffers.into_boxed_slice(),
feedback_framebuffers: feedback_framebuffers.into_boxed_slice(),
history_framebuffers,
common: FilterCommon {
d3d11: Direct3D11 {
device: device.clone(),
current_context,
immediate_context,
context_is_deferred: use_deferred_context,
},
config: FilterMutable {
passes_enabled: preset.shader_count as usize,
parameters: preset
.parameters
.into_iter()
.map(|param| (param.name, param.value))
.collect(),
},
disable_mipmaps: options.map_or(false, |o| o.force_no_mipmaps),
luts,
samplers,
output_textures: output_textures.into_boxed_slice(),
feedback_textures: feedback_textures.into_boxed_slice(),
history_textures,
draw_quad,
},
state,
})
}
}
impl FilterChainD3D11 {
fn create_constant_buffer(device: &ID3D11Device, size: u32) -> error::Result<ID3D11Buffer> {
unsafe {
let mut buffer = None;
device.CreateBuffer(
&D3D11_BUFFER_DESC {
ByteWidth: size,
Usage: D3D11_USAGE_DYNAMIC,
BindFlags: D3D11_BIND_CONSTANT_BUFFER,
CPUAccessFlags: D3D11_CPU_ACCESS_WRITE,
MiscFlags: D3D11_RESOURCE_MISC_FLAG(0),
StructureByteStride: 0,
},
None,
Some(&mut buffer),
)?;
assume_d3d11_init!(buffer, "CreateBuffer");
Ok(buffer)
}
}
fn init_passes(
device: &ID3D11Device,
passes: Vec<ShaderPassMeta>,
semantics: &ShaderSemantics,
) -> error::Result<Vec<FilterPass>> {
// access to ID3D11Device is thread safe.
let filters: Vec<error::Result<FilterPass>> = passes
.into_par_iter()
.enumerate()
.map(|(index, (config, source, mut reflect))| {
let reflection = reflect.reflect(index, semantics)?;
let hlsl = reflect.compile(None)?;
let vertex_dxbc =
util::d3d_compile_shader(hlsl.vertex.as_bytes(), b"main\0", b"vs_5_0\0")?;
let vs = d3d11_compile_bound_shader(
device,
&vertex_dxbc,
None,
ID3D11Device::CreateVertexShader,
)?;
let ia_desc = DrawQuad::get_spirv_cross_vbo_desc();
let vao = util::d3d11_create_input_layout(device, &ia_desc, &vertex_dxbc)?;
let fragment_dxbc =
util::d3d_compile_shader(hlsl.fragment.as_bytes(), b"main\0", b"ps_5_0\0")?;
let ps = d3d11_compile_bound_shader(
device,
&fragment_dxbc,
None,
ID3D11Device::CreatePixelShader,
)?;
let ubo_cbuffer = if let Some(ubo) = &reflection.ubo && ubo.size != 0 {
let buffer = FilterChainD3D11::create_constant_buffer(device, ubo.size)?;
Some(ConstantBufferBinding {
binding: ubo.binding,
size: ubo.size,
stage_mask: ubo.stage_mask,
buffer,
})
} else {
None
};
let push_cbuffer = if let Some(push) = &reflection.push_constant && push.size != 0 {
let buffer = FilterChainD3D11::create_constant_buffer(device, push.size)?;
Some(ConstantBufferBinding {
binding: if ubo_cbuffer.is_some() { 1 } else { 0 },
size: push.size,
stage_mask: push.stage_mask,
buffer,
})
} else {
None
};
let uniform_storage = UniformStorage::new(
reflection.ubo.as_ref().map_or(0, |ubo| ubo.size as usize),
reflection
.push_constant
.as_ref()
.map_or(0, |push| push.size as usize),
);
let uniform_bindings = reflection.meta.create_binding_map(|param| param.offset());
Ok(FilterPass {
reflection,
vertex_shader: vs,
vertex_layout: vao,
pixel_shader: ps,
uniform_bindings,
uniform_storage,
uniform_buffer: ubo_cbuffer,
push_buffer: push_cbuffer,
source,
config: config.clone(),
})
})
.collect();
let filters: error::Result<Vec<FilterPass>> = filters.into_iter().collect();
let filters = filters?;
Ok(filters)
}
fn init_history(
device: &ID3D11Device,
context: &ID3D11DeviceContext,
filters: &Vec<FilterPass>,
) -> error::Result<(VecDeque<OwnedFramebuffer>, Box<[Option<InputTexture>]>)> {
let required_images =
BindingMeta::calculate_required_history(filters.iter().map(|f| &f.reflection.meta));
// not using frame history;
if required_images <= 1 {
// println!("[history] not using frame history");
return Ok((VecDeque::new(), Box::new([])));
}
// history0 is aliased with the original
// eprintln!("[history] using frame history with {required_images} images");
let mut framebuffers = VecDeque::with_capacity(required_images);
framebuffers.resize_with(required_images, || {
OwnedFramebuffer::new(
device,
context,
Size::new(1, 1),
ImageFormat::R8G8B8A8Unorm,
false,
)
});
let framebuffers = framebuffers
.into_iter()
.collect::<error::Result<VecDeque<OwnedFramebuffer>>>()?;
let mut history_textures = Vec::new();
history_textures.resize_with(required_images, || None);
Ok((framebuffers, history_textures.into_boxed_slice()))
}
fn push_history(&mut self, input: &D3D11InputView) -> error::Result<()> {
if let Some(mut back) = self.history_framebuffers.pop_back() {
back.copy_from(input)?;
self.history_framebuffers.push_front(back)
}
Ok(())
}
fn load_luts(
device: &ID3D11Device,
context: &ID3D11DeviceContext,
textures: &[TextureConfig],
) -> error::Result<FxHashMap<usize, LutTexture>> {
let mut luts = FxHashMap::default();
for (index, texture) in textures.iter().enumerate() {
let image = Image::load(&texture.path, UVDirection::TopLeft)?;
let desc = D3D11_TEXTURE2D_DESC {
Width: image.size.width,
Height: image.size.height,
Format: DXGI_FORMAT_R8G8B8A8_UNORM,
Usage: D3D11_USAGE_DEFAULT,
MiscFlags: if texture.mipmap {
D3D11_RESOURCE_MISC_GENERATE_MIPS
} else {
D3D11_RESOURCE_MISC_FLAG(0)
},
..Default::default()
};
let texture = LutTexture::new(
device,
context,
&image,
desc,
texture.filter_mode,
texture.wrap_mode,
)?;
luts.insert(index, texture);
}
Ok(luts)
}
/// Process a frame with the input image.
pub fn frame(
&mut self,
input: D3D11InputView,
viewport: &Viewport<D3D11OutputView>,
frame_count: usize,
options: Option<&FrameOptionsD3D11>,
) -> error::Result<()> {
let max = std::cmp::min(self.passes.len(), self.common.config.passes_enabled);
let passes = &mut self.passes[0..max];
if let Some(options) = options {
if options.clear_history {
for framebuffer in &mut self.history_framebuffers {
framebuffer.init(Size::new(1, 1), ImageFormat::R8G8B8A8Unorm)?;
}
}
}
if passes.is_empty() {
return Ok(());
}
let frame_direction = options.map_or(1, |f| f.frame_direction);
let filter = passes[0].config.filter;
let wrap_mode = passes[0].config.wrap_mode;
for ((texture, fbo), pass) in self
.common
.feedback_textures
.iter_mut()
.zip(self.feedback_framebuffers.iter())
.zip(passes.iter())
{
*texture = Some(InputTexture::from_framebuffer(
fbo,
pass.config.wrap_mode,
pass.config.filter,
)?);
}
for (texture, fbo) in self
.common
.history_textures
.iter_mut()
.zip(self.history_framebuffers.iter())
{
*texture = Some(InputTexture::from_framebuffer(fbo, wrap_mode, filter)?);
}
let original = InputTexture {
view: input.clone(),
filter,
wrap_mode,
};
let mut source = original.clone();
let mut iterator = passes.iter_mut().enumerate().peekable();
// rescale render buffers to ensure all bindings are valid.
let mut source_size = source.size();
while let Some((index, pass)) = iterator.next() {
let should_mipmap = iterator
.peek()
.map_or(false, |(_, p)| p.config.mipmap_input);
let next_size = self.output_framebuffers[index].scale(
pass.config.scaling.clone(),
pass.get_format(),
&viewport.output.size,
&source_size,
should_mipmap,
)?;
self.feedback_framebuffers[index].scale(
pass.config.scaling.clone(),
pass.get_format(),
&viewport.output.size,
&source_size,
should_mipmap,
)?;
source_size = next_size;
}
let passes_len = passes.len();
let (pass, last) = passes.split_at_mut(passes_len - 1);
let state_guard = self
.state
.enter_filter_state(&self.common.d3d11.current_context);
self.common.draw_quad.bind_vbo_for_frame();
for (index, pass) in pass.iter_mut().enumerate() {
source.filter = pass.config.filter;
source.wrap_mode = pass.config.wrap_mode;
let target = &self.output_framebuffers[index];
let size = target.size;
pass.draw(
index,
&self.common,
if pass.config.frame_count_mod > 0 {
frame_count % pass.config.frame_count_mod as usize
} else {
frame_count
} as u32,
frame_direction,
viewport,
&original,
&source,
RenderTarget::new(target.as_output_framebuffer()?, Some(IDENTITY_MVP)),
QuadType::Offscreen,
)?;
source = InputTexture {
view: D3D11InputView {
handle: target.create_shader_resource_view()?,
size,
},
filter: pass.config.filter,
wrap_mode: pass.config.wrap_mode,
};
self.common.output_textures[index] = Some(source.clone());
}
// try to hint the optimizer
assert_eq!(last.len(), 1);
if let Some(pass) = last.iter_mut().next() {
source.filter = pass.config.filter;
source.wrap_mode = pass.config.wrap_mode;
pass.draw(
passes_len - 1,
&self.common,
if pass.config.frame_count_mod > 0 {
frame_count % pass.config.frame_count_mod as usize
} else {
frame_count
} as u32,
frame_direction,
viewport,
&original,
&source,
viewport.into(),
QuadType::Final,
)?;
}
std::mem::swap(
&mut self.output_framebuffers,
&mut self.feedback_framebuffers,
);
drop(state_guard);
self.push_history(&input)?;
if self.common.d3d11.context_is_deferred {
unsafe {
let mut command_list = None;
self.common
.d3d11
.current_context
.FinishCommandList(false, Some(&mut command_list))?;
assume_d3d11_init!(command_list, "FinishCommandList");
self.common
.d3d11
.immediate_context
.ExecuteCommandList(&command_list, true);
}
}
Ok(())
}
}