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GiantsTools/Sdk/External/DirectXTK/Src/ToneMapPostProcess.cpp

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//--------------------------------------------------------------------------------------
// File: ToneMapPostProcess.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "PostProcess.h"
#include "BufferHelpers.h"
#include "CommonStates.h"
#include "DirectXHelpers.h"
#include "AlignedNew.h"
#include "DemandCreate.h"
#include "SharedResourcePool.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
const constexpr int Dirty_ConstantBuffer = 0x01;
const constexpr int Dirty_Parameters = 0x02;
#if defined(_XBOX_ONE) && defined(_TITLE)
const constexpr int PixelShaderCount = 15;
const constexpr int ShaderPermutationCount = 24;
#else
const constexpr int PixelShaderCount = 9;
const constexpr int ShaderPermutationCount = 12;
#endif
// Constant buffer layout. Must match the shader!
__declspec(align(16)) struct ToneMapConstants
{
// linearExposure is .x
// paperWhiteNits is .y
XMVECTOR parameters;
};
static_assert((sizeof(ToneMapConstants) % 16) == 0, "CB size not padded correctly");
}
// Include the precompiled shader code.
namespace
{
#if defined(_XBOX_ONE) && defined(_TITLE)
#include "Shaders/Compiled/XboxOneToneMap_VSQuad.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSCopy.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSSaturate.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSReinhard.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSACESFilmic.inc"
#include "Shaders/Compiled/XboxOneToneMap_PS_SRGB.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSSaturate_SRGB.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSReinhard_SRGB.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSACESFilmic_SRGB.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSHDR10.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Saturate.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Reinhard.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_ACESFilmic.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Saturate_SRGB.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Reinhard_SRGB.inc"
#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_ACESFilmic_SRGB.inc"
#else
#include "Shaders/Compiled/ToneMap_VSQuad.inc"
#include "Shaders/Compiled/ToneMap_PSCopy.inc"
#include "Shaders/Compiled/ToneMap_PSSaturate.inc"
#include "Shaders/Compiled/ToneMap_PSReinhard.inc"
#include "Shaders/Compiled/ToneMap_PSACESFilmic.inc"
#include "Shaders/Compiled/ToneMap_PS_SRGB.inc"
#include "Shaders/Compiled/ToneMap_PSSaturate_SRGB.inc"
#include "Shaders/Compiled/ToneMap_PSReinhard_SRGB.inc"
#include "Shaders/Compiled/ToneMap_PSACESFilmic_SRGB.inc"
#include "Shaders/Compiled/ToneMap_PSHDR10.inc"
#endif
}
namespace
{
struct ShaderBytecode
{
void const* code;
size_t length;
};
const ShaderBytecode pixelShaders[] =
{
{ ToneMap_PSCopy, sizeof(ToneMap_PSCopy) },
{ ToneMap_PSSaturate, sizeof(ToneMap_PSSaturate) },
{ ToneMap_PSReinhard, sizeof(ToneMap_PSReinhard) },
{ ToneMap_PSACESFilmic, sizeof(ToneMap_PSACESFilmic) },
{ ToneMap_PS_SRGB, sizeof(ToneMap_PS_SRGB) },
{ ToneMap_PSSaturate_SRGB, sizeof(ToneMap_PSSaturate_SRGB) },
{ ToneMap_PSReinhard_SRGB, sizeof(ToneMap_PSReinhard_SRGB) },
{ ToneMap_PSACESFilmic_SRGB, sizeof(ToneMap_PSACESFilmic_SRGB) },
{ ToneMap_PSHDR10, sizeof(ToneMap_PSHDR10) },
#if defined(_XBOX_ONE) && defined(_TITLE)
// Shaders that generate both HDR10 and GameDVR SDR signals via Multiple Render Targets.
{ ToneMap_PSHDR10_Saturate, sizeof(ToneMap_PSHDR10_Saturate) },
{ ToneMap_PSHDR10_Reinhard, sizeof(ToneMap_PSHDR10_Reinhard) },
{ ToneMap_PSHDR10_ACESFilmic, sizeof(ToneMap_PSHDR10_ACESFilmic) },
{ ToneMap_PSHDR10_Saturate_SRGB, sizeof(ToneMap_PSHDR10_Saturate_SRGB) },
{ ToneMap_PSHDR10_Reinhard_SRGB, sizeof(ToneMap_PSHDR10_Reinhard_SRGB) },
{ ToneMap_PSHDR10_ACESFilmic_SRGB, sizeof(ToneMap_PSHDR10_ACESFilmic_SRGB) },
#endif
};
static_assert(_countof(pixelShaders) == PixelShaderCount, "array/max mismatch");
const int pixelShaderIndices[] =
{
// Linear EOTF
0, // Copy
1, // Saturate
2, // Reinhard
3, // ACES Filmic
// Gamam22 EOTF
4, // SRGB
5, // Saturate_SRGB
6, // Reinhard_SRGB
7, // ACES Filmic
// ST.2084 EOTF
8, // HDR10
8, // HDR10
8, // HDR10
8, // HDR10
#if defined(_XBOX_ONE) && defined(_TITLE)
// MRT Linear EOTF
9, // HDR10+Saturate
9, // HDR10+Saturate
10, // HDR10+Reinhard
11, // HDR10+ACESFilmic
// MRT Gamma22 EOTF
12, // HDR10+Saturate_SRGB
12, // HDR10+Saturate_SRGB
13, // HDR10+Reinhard_SRGB
14, // HDR10+ACESFilmic
// MRT ST.2084 EOTF
9, // HDR10+Saturate
9, // HDR10+Saturate
10, // HDR10+Reinhard
11, // HDR10+ACESFilmic
#endif
};
static_assert(_countof(pixelShaderIndices) == ShaderPermutationCount, "array/max mismatch");
// Factory for lazily instantiating shaders.
class DeviceResources
{
public:
DeviceResources(_In_ ID3D11Device* device)
: stateObjects(device),
mDevice(device),
mVertexShader{},
mPixelShaders{},
mMutex{}
{ }
// Gets or lazily creates the vertex shader.
ID3D11VertexShader* GetVertexShader()
{
return DemandCreate(mVertexShader, mMutex, [&](ID3D11VertexShader** pResult) -> HRESULT
{
HRESULT hr = mDevice->CreateVertexShader(ToneMap_VSQuad, sizeof(ToneMap_VSQuad), nullptr, pResult);
if (SUCCEEDED(hr))
SetDebugObjectName(*pResult, "ToneMapPostProcess");
return hr;
});
}
// Gets or lazily creates the specified pixel shader.
ID3D11PixelShader* GetPixelShader(int permutation)
{
assert(permutation >= 0 && permutation < ShaderPermutationCount);
_Analysis_assume_(permutation >= 0 && permutation < ShaderPermutationCount);
int shaderIndex = pixelShaderIndices[permutation];
assert(shaderIndex >= 0 && shaderIndex < PixelShaderCount);
_Analysis_assume_(shaderIndex >= 0 && shaderIndex < PixelShaderCount);
return DemandCreate(mPixelShaders[shaderIndex], mMutex, [&](ID3D11PixelShader** pResult) -> HRESULT
{
HRESULT hr = mDevice->CreatePixelShader(pixelShaders[shaderIndex].code, pixelShaders[shaderIndex].length, nullptr, pResult);
if (SUCCEEDED(hr))
SetDebugObjectName(*pResult, "ToneMapPostProcess");
return hr;
});
}
CommonStates stateObjects;
protected:
ComPtr<ID3D11Device> mDevice;
ComPtr<ID3D11VertexShader> mVertexShader;
ComPtr<ID3D11PixelShader> mPixelShaders[PixelShaderCount];
std::mutex mMutex;
};
}
class ToneMapPostProcess::Impl : public AlignedNew<ToneMapConstants>
{
public:
Impl(_In_ ID3D11Device* device);
void Process(_In_ ID3D11DeviceContext* deviceContext, std::function<void __cdecl()>& setCustomState);
void SetDirtyFlag() noexcept { mDirtyFlags = INT_MAX; }
int GetCurrentShaderPermutation() const noexcept;
// Fields.
ToneMapConstants constants;
ComPtr<ID3D11ShaderResourceView> hdrTexture;
float linearExposure;
float paperWhiteNits;
Operator op;
TransferFunction func;
bool mrt;
private:
int mDirtyFlags;
ConstantBuffer<ToneMapConstants> mConstantBuffer;
// Per-device resources.
std::shared_ptr<DeviceResources> mDeviceResources;
static SharedResourcePool<ID3D11Device*, DeviceResources> deviceResourcesPool;
};
// Global pool of per-device ToneMapPostProcess resources.
SharedResourcePool<ID3D11Device*, DeviceResources> ToneMapPostProcess::Impl::deviceResourcesPool;
// Constructor.
ToneMapPostProcess::Impl::Impl(_In_ ID3D11Device* device)
: constants{},
linearExposure(1.f),
paperWhiteNits(200.f),
op(None),
func(Linear),
mrt(false),
mDirtyFlags(INT_MAX),
mConstantBuffer(device),
mDeviceResources(deviceResourcesPool.DemandCreate(device))
{
if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
{
throw std::exception("ToneMapPostProcess requires Feature Level 10.0 or later");
}
SetDebugObjectName(mConstantBuffer.GetBuffer(), "ToneMapPostProcess");
}
// Sets our state onto the D3D device.
void ToneMapPostProcess::Impl::Process(
_In_ ID3D11DeviceContext* deviceContext,
std::function<void __cdecl()>& setCustomState)
{
// Set the texture.
ID3D11ShaderResourceView* textures[1] = { hdrTexture.Get() };
deviceContext->PSSetShaderResources(0, 1, textures);
auto sampler = mDeviceResources->stateObjects.PointClamp();
deviceContext->PSSetSamplers(0, 1, &sampler);
// Set state objects.
deviceContext->OMSetBlendState(mDeviceResources->stateObjects.Opaque(), nullptr, 0xffffffff);
deviceContext->OMSetDepthStencilState(mDeviceResources->stateObjects.DepthNone(), 0);
deviceContext->RSSetState(mDeviceResources->stateObjects.CullNone());
// Set shaders.
auto vertexShader = mDeviceResources->GetVertexShader();
auto pixelShader = mDeviceResources->GetPixelShader(GetCurrentShaderPermutation());
deviceContext->VSSetShader(vertexShader, nullptr, 0);
deviceContext->PSSetShader(pixelShader, nullptr, 0);
// Set constants.
if (mDirtyFlags & Dirty_Parameters)
{
mDirtyFlags &= ~Dirty_Parameters;
mDirtyFlags |= Dirty_ConstantBuffer;
constants.parameters = XMVectorSet(linearExposure, paperWhiteNits, 0.f, 0.f);
}
#if defined(_XBOX_ONE) && defined(_TITLE)
void *grfxMemory;
mConstantBuffer.SetData(deviceContext, constants, &grfxMemory);
Microsoft::WRL::ComPtr<ID3D11DeviceContextX> deviceContextX;
ThrowIfFailed(deviceContext->QueryInterface(IID_GRAPHICS_PPV_ARGS(deviceContextX.GetAddressOf())));
auto buffer = mConstantBuffer.GetBuffer();
deviceContextX->PSSetPlacementConstantBuffer(0, buffer, grfxMemory);
#else
if (mDirtyFlags & Dirty_ConstantBuffer)
{
mDirtyFlags &= ~Dirty_ConstantBuffer;
mConstantBuffer.SetData(deviceContext, constants);
}
// Set the constant buffer.
auto buffer = mConstantBuffer.GetBuffer();
deviceContext->PSSetConstantBuffers(0, 1, &buffer);
#endif
if (setCustomState)
{
setCustomState();
}
// Draw quad.
deviceContext->IASetInputLayout(nullptr);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceContext->Draw(3, 0);
}
int ToneMapPostProcess::Impl::GetCurrentShaderPermutation() const noexcept
{
#if defined(_XBOX_ONE) && defined(_TITLE)
int permutation = (mrt) ? 12 : 0;
return permutation + (static_cast<int>(func) * static_cast<int>(Operator_Max)) + static_cast<int>(op);
#else
return (static_cast<int>(func) * static_cast<int>(Operator_Max)) + static_cast<int>(op);
#endif
}
// Public constructor.
ToneMapPostProcess::ToneMapPostProcess(_In_ ID3D11Device* device)
: pImpl(std::make_unique<Impl>(device))
{
}
// Move constructor.
ToneMapPostProcess::ToneMapPostProcess(ToneMapPostProcess&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
ToneMapPostProcess& ToneMapPostProcess::operator= (ToneMapPostProcess&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
ToneMapPostProcess::~ToneMapPostProcess()
{
}
// IPostProcess methods.
void ToneMapPostProcess::Process(
_In_ ID3D11DeviceContext* deviceContext,
_In_opt_ std::function<void __cdecl()> setCustomState)
{
pImpl->Process(deviceContext, setCustomState);
}
// Shader control.
void ToneMapPostProcess::SetOperator(Operator op)
{
if (op >= Operator_Max)
throw std::out_of_range("Tonemap operator not defined");
pImpl->op = op;
}
void ToneMapPostProcess::SetTransferFunction(TransferFunction func)
{
if (func >= TransferFunction_Max)
throw std::out_of_range("Electro-optical transfer function not defined");
pImpl->func = func;
}
#if defined(_XBOX_ONE) && defined(_TITLE)
void ToneMapPostProcess::SetMRTOutput(bool value)
{
pImpl->mrt = value;
}
#endif
// Properties
void ToneMapPostProcess::SetHDRSourceTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->hdrTexture = value;
}
void ToneMapPostProcess::SetExposure(float exposureValue)
{
pImpl->linearExposure = powf(2.f, exposureValue);
pImpl->SetDirtyFlag();
}
void ToneMapPostProcess::SetST2084Parameter(float paperWhiteNits)
{
pImpl->paperWhiteNits = paperWhiteNits;
pImpl->SetDirtyFlag();
}