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SMAA.cpp
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SMAA.cpp
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/**
* Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
* Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
* Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
* Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
* Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the following disclaimer
* in the documentation and/or other materials provided with the
* distribution:
*
* "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
* Belen Masia, Fernando Navarro and Diego Gutierrez."
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
* IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of the copyright holders.
*/
#include <sstream>
#include "SMAA.h"
#include "SearchTex.h"
#include "AreaTex.h"
using namespace std;
#pragma region Useful Macros from DXUT (copy-pasted here as we prefer this to be as self-contained as possible)
#if defined(DEBUG) || defined(_DEBUG)
#ifndef V
#define V(x) { hr = (x); if (FAILED(hr)) { DXTrace(__FILE__, (DWORD)__LINE__, hr, L#x, true); } }
#endif
#ifndef V_RETURN
#define V_RETURN(x) { hr = (x); if (FAILED(hr)) { return DXTrace(__FILE__, (DWORD)__LINE__, hr, L#x, true); } }
#endif
#else
#ifndef V
#define V(x) { hr = (x); }
#endif
#ifndef V_RETURN
#define V_RETURN(x) { hr = (x); if( FAILED(hr) ) { return hr; } }
#endif
#endif
#ifndef SAFE_DELETE
#define SAFE_DELETE(p) { if (p) { delete (p); (p) = NULL; } }
#endif
#ifndef SAFE_DELETE_ARRAY
#define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p); (p) = NULL; } }
#endif
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p) = NULL; } }
#endif
#pragma endregion
#pragma region This stuff is for loading headers from resources
class ID3D10IncludeResource : public ID3D10Include {
public:
STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE, LPCSTR pFileName, LPCVOID, LPCVOID *ppData, UINT *pBytes) {
wstringstream s;
s << pFileName;
HRSRC src = FindResource(GetModuleHandle(NULL), s.str().c_str(), RT_RCDATA);
HGLOBAL res = LoadResource(GetModuleHandle(NULL), src);
*pBytes = SizeofResource(GetModuleHandle(NULL), src);
*ppData = (LPCVOID) LockResource(res);
return S_OK;
}
STDMETHOD(Close)(THIS_ LPCVOID) {
return S_OK;
}
};
#pragma endregion
SMAA::SMAA(ID3D10Device *device, int width, int height, const ExternalStorage &storage)
: device(device),
maxSearchSteps(8),
threshold(0.1f) {
HRESULT hr;
// Setup the defines for compiling the effect.
stringstream s;
s << "float2(1.0 / " << width << ", 1.0 / " << height << ")";
string pixelSizeText = s.str();
D3D10_SHADER_MACRO defines[3] = {
{"SMAA_PIXEL_SIZE", pixelSizeText.c_str()},
{NULL, NULL}
};
/**
* IMPORTANT! Here we load and compile the SMAA effect from a *RESOURCE*
* (Yeah, we like all-in-one executables for demos =)
* In case you want it to be loaded from other place change this line accordingly.
*/
ID3D10IncludeResource includeResource;
V(D3DX10CreateEffectFromResource(GetModuleHandle(NULL), L"SMAA.fx", NULL, defines, &includeResource, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, device, NULL, NULL, &effect, NULL, NULL));
// This is for rendering the typical fullscreen quad later on.
D3D10_PASS_DESC desc;
V(effect->GetTechniqueByName("NeighborhoodBlending")->GetPassByIndex(0)->GetDesc(&desc));
quad = new Quad(device, desc);
// If storage for the edges is not specified we will create it.
if (storage.edgesRTV != NULL && storage.edgesSRV != NULL)
edgeRenderTarget = new RenderTarget(device, storage.edgesRTV, storage.edgesSRV);
else
edgeRenderTarget = new RenderTarget(device, width, height, DXGI_FORMAT_R8G8B8A8_UNORM);
// Same for blending weights.
if (storage.weightsRTV != NULL && storage.weightsSRV != NULL)
blendRenderTarget = new RenderTarget(device, storage.weightsRTV, storage.weightsSRV);
else
blendRenderTarget = new RenderTarget(device, width, height, DXGI_FORMAT_R8G8B8A8_UNORM);
// Load the pre-computed textures.
loadAreaTex();
loadSearchTex();
// Create some handles for techniques and variables.
thresholdVariable = effect->GetVariableByName("threshold")->AsScalar();
maxSearchStepsVariable = effect->GetVariableByName("maxSearchSteps")->AsScalar();
areaTexVariable = effect->GetVariableByName("areaTex")->AsShaderResource();
searchTexVariable = effect->GetVariableByName("searchTex")->AsShaderResource();
colorTexVariable = effect->GetVariableByName("colorTex")->AsShaderResource();
colorGammaTexVariable = effect->GetVariableByName("colorGammaTex")->AsShaderResource();
depthTexVariable = effect->GetVariableByName("depthTex")->AsShaderResource();
edgesTexVariable = effect->GetVariableByName("edgesTex")->AsShaderResource();
blendTexVariable = effect->GetVariableByName("blendTex")->AsShaderResource();
lumaEdgeDetectionTechnique = effect->GetTechniqueByName("LumaEdgeDetection");
colorEdgeDetectionTechnique = effect->GetTechniqueByName("ColorEdgeDetection");
depthEdgeDetectionTechnique = effect->GetTechniqueByName("DepthEdgeDetection");
blendWeightCalculationTechnique = effect->GetTechniqueByName("BlendingWeightCalculation");
neighborhoodBlendingTechnique = effect->GetTechniqueByName("NeighborhoodBlending");
}
SMAA::~SMAA() {
SAFE_RELEASE(effect);
SAFE_DELETE(quad);
SAFE_DELETE(edgeRenderTarget);
SAFE_DELETE(blendRenderTarget);
SAFE_RELEASE(areaTex);
SAFE_RELEASE(areaTexSRV);
SAFE_RELEASE(searchTex);
SAFE_RELEASE(searchTexSRV);
}
void SMAA::go(ID3D10ShaderResourceView *edgesSRV,
ID3D10ShaderResourceView *srcSRV,
ID3D10RenderTargetView *dstRTV,
ID3D10DepthStencilView *dsv,
Input input) {
HRESULT hr;
// Save the state.
SaveViewportsScope saveViewport(device);
SaveRenderTargetsScope saveRenderTargets(device);
SaveInputLayoutScope saveInputLayout(device);
// Reset the render target.
device->OMSetRenderTargets(0, NULL, NULL);
// Setup the viewport and the vertex layout.
edgeRenderTarget->setViewport();
quad->setInputLayout();
// Clear render targets.
float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
device->ClearRenderTargetView(*edgeRenderTarget, clearColor);
device->ClearRenderTargetView(*blendRenderTarget, clearColor);
// Setup variables.
V(thresholdVariable->SetFloat(threshold));
V(maxSearchStepsVariable->SetFloat(float(maxSearchSteps)));
V(colorTexVariable->SetResource(srcSRV));
V(edgesTexVariable->SetResource(*edgeRenderTarget));
V(blendTexVariable->SetResource(*blendRenderTarget));
V(areaTexVariable->SetResource(areaTexSRV));
V(searchTexVariable->SetResource(searchTexSRV));
if (input == INPUT_DEPTH) {
V(depthTexVariable->SetResource(edgesSRV));
} else {
V(colorGammaTexVariable->SetResource(edgesSRV));
}
// And here we go!
edgesDetectionPass(dsv, input);
blendingWeightsCalculationPass(dsv);
neighborhoodBlendingPass(dstRTV, dsv);
}
void SMAA::loadAreaTex() {
HRESULT hr;
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = areaTexBytes;
data.SysMemPitch = AREATEX_PITCH;
data.SysMemSlicePitch = 0;
D3D10_TEXTURE2D_DESC descTex;
descTex.Width = AREATEX_WIDTH;
descTex.Height = AREATEX_HEIGHT;
descTex.MipLevels = descTex.ArraySize = 1;
descTex.Format = DXGI_FORMAT_R8G8_UNORM;
descTex.SampleDesc.Count = 1;
descTex.SampleDesc.Quality = 0;
descTex.Usage = D3D10_USAGE_DEFAULT;
descTex.BindFlags = D3D10_BIND_SHADER_RESOURCE;
descTex.CPUAccessFlags = 0;
descTex.MiscFlags = 0;
V(device->CreateTexture2D(&descTex, &data, &areaTex));
D3D10_SHADER_RESOURCE_VIEW_DESC descSRV;
descSRV.Format = descTex.Format;
descSRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
descSRV.Texture2D.MostDetailedMip = 0;
descSRV.Texture2D.MipLevels = 1;
V(device->CreateShaderResourceView(areaTex, &descSRV, &areaTexSRV));
}
void SMAA::loadSearchTex() {
HRESULT hr;
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = searchTexBytes;
data.SysMemPitch = SEARCHTEX_PITCH;
data.SysMemSlicePitch = 0;
D3D10_TEXTURE2D_DESC descTex;
descTex.Width = SEARCHTEX_WIDTH;
descTex.Height = SEARCHTEX_HEIGHT;
descTex.MipLevels = descTex.ArraySize = 1;
descTex.Format = DXGI_FORMAT_R8_UNORM;
descTex.SampleDesc.Count = 1;
descTex.SampleDesc.Quality = 0;
descTex.Usage = D3D10_USAGE_DEFAULT;
descTex.BindFlags = D3D10_BIND_SHADER_RESOURCE;
descTex.CPUAccessFlags = 0;
descTex.MiscFlags = 0;
V(device->CreateTexture2D(&descTex, &data, &searchTex));
D3D10_SHADER_RESOURCE_VIEW_DESC descSRV;
descSRV.Format = descTex.Format;
descSRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
descSRV.Texture2D.MostDetailedMip = 0;
descSRV.Texture2D.MipLevels = 1;
V(device->CreateShaderResourceView(searchTex, &descSRV, &searchTexSRV));
}
void SMAA::edgesDetectionPass(ID3D10DepthStencilView *dsv, Input input) {
HRESULT hr;
// Select the technique accordingly.
switch (input) {
case INPUT_LUMA:
V(lumaEdgeDetectionTechnique->GetPassByIndex(0)->Apply(0));
break;
case INPUT_COLOR:
V(colorEdgeDetectionTechnique->GetPassByIndex(0)->Apply(0));
break;
case INPUT_DEPTH:
V(depthEdgeDetectionTechnique->GetPassByIndex(0)->Apply(0));
break;
}
// Do it!
device->OMSetRenderTargets(1, *edgeRenderTarget, dsv);
quad->draw();
device->OMSetRenderTargets(0, NULL, NULL);
}
void SMAA::blendingWeightsCalculationPass(ID3D10DepthStencilView *dsv) {
HRESULT hr;
// Setup the technique (again).
V(blendWeightCalculationTechnique->GetPassByIndex(0)->Apply(0));
// And here we go!
device->OMSetRenderTargets(1, *blendRenderTarget, dsv);
quad->draw();
device->OMSetRenderTargets(0, NULL, NULL);
}
void SMAA::neighborhoodBlendingPass(ID3D10RenderTargetView *dstRTV, ID3D10DepthStencilView *dsv) {
HRESULT hr;
// Setup the technique (once again).
V(neighborhoodBlendingTechnique->GetPassByIndex(0)->Apply(0));
// Do the final pass!
device->OMSetRenderTargets(1, &dstRTV, dsv);
quad->draw();
device->OMSetRenderTargets(0, NULL, NULL);
}