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rt(d3d11): split luts out to own module
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use crate::error::assume_d3d11_init; | ||
use crate::texture::InputTexture; | ||
use crate::{error, D3D11InputView}; | ||
use librashader_common::{FilterMode, 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, 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; | ||
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#[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, | ||
} | ||
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impl AsRef<InputTexture> for LutTexture { | ||
fn as_ref(&self) -> &InputTexture { | ||
&self.image | ||
} | ||
} | ||
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impl LutTexture { | ||
pub fn new( | ||
device: &ID3D11Device, | ||
context: &ID3D11DeviceContext, | ||
source: &Image, | ||
desc: D3D11_TEXTURE2D_DESC, | ||
filter: FilterMode, | ||
wrap_mode: WrapMode, | ||
) -> error::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; | ||
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// 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(); | ||
} | ||
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// Don't need to determine format support because LUTs are always DXGI_FORMAT_R8G8B8A8_UNORM | ||
// since we load them with the Image module. | ||
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unsafe { | ||
let mut handle = None; | ||
device.CreateTexture2D(&desc, None, Some(&mut handle))?; | ||
assume_d3d11_init!(handle, "CreateTexture2D"); | ||
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// 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"); | ||
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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, | ||
}), | ||
); | ||
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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"); | ||
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if (desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS.0 as u32) != 0 { | ||
context.GenerateMips(&srv) | ||
} | ||
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Ok(LutTexture { | ||
handle, | ||
desc, | ||
image: InputTexture { | ||
view: D3D11InputView { | ||
handle: srv, | ||
size: source.size, | ||
}, | ||
filter, | ||
wrap_mode, | ||
}, | ||
}) | ||
} | ||
} | ||
} |
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