mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-22 22:25:37 +01:00
436 lines
13 KiB
C++
436 lines
13 KiB
C++
//--------------------------------------------------------------------------------------
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// File: ToneMapPostProcess.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "PostProcess.h"
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#include "BufferHelpers.h"
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#include "CommonStates.h"
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#include "DirectXHelpers.h"
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#include "AlignedNew.h"
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#include "DemandCreate.h"
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#include "SharedResourcePool.h"
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using namespace DirectX;
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using Microsoft::WRL::ComPtr;
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namespace
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{
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const constexpr int Dirty_ConstantBuffer = 0x01;
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const constexpr int Dirty_Parameters = 0x02;
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#if defined(_XBOX_ONE) && defined(_TITLE)
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const constexpr int PixelShaderCount = 15;
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const constexpr int ShaderPermutationCount = 24;
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#else
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const constexpr int PixelShaderCount = 9;
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const constexpr int ShaderPermutationCount = 12;
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#endif
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// Constant buffer layout. Must match the shader!
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__declspec(align(16)) struct ToneMapConstants
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{
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// linearExposure is .x
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// paperWhiteNits is .y
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XMVECTOR parameters;
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};
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static_assert((sizeof(ToneMapConstants) % 16) == 0, "CB size not padded correctly");
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}
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// Include the precompiled shader code.
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namespace
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include "Shaders/Compiled/XboxOneToneMap_VSQuad.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSCopy.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSSaturate.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSReinhard.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSACESFilmic.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PS_SRGB.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSSaturate_SRGB.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSReinhard_SRGB.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSACESFilmic_SRGB.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSHDR10.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Saturate.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Reinhard.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_ACESFilmic.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Saturate_SRGB.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_Reinhard_SRGB.inc"
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#include "Shaders/Compiled/XboxOneToneMap_PSHDR10_ACESFilmic_SRGB.inc"
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#else
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#include "Shaders/Compiled/ToneMap_VSQuad.inc"
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#include "Shaders/Compiled/ToneMap_PSCopy.inc"
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#include "Shaders/Compiled/ToneMap_PSSaturate.inc"
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#include "Shaders/Compiled/ToneMap_PSReinhard.inc"
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#include "Shaders/Compiled/ToneMap_PSACESFilmic.inc"
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#include "Shaders/Compiled/ToneMap_PS_SRGB.inc"
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#include "Shaders/Compiled/ToneMap_PSSaturate_SRGB.inc"
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#include "Shaders/Compiled/ToneMap_PSReinhard_SRGB.inc"
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#include "Shaders/Compiled/ToneMap_PSACESFilmic_SRGB.inc"
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#include "Shaders/Compiled/ToneMap_PSHDR10.inc"
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#endif
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}
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namespace
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{
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struct ShaderBytecode
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{
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void const* code;
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size_t length;
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};
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const ShaderBytecode pixelShaders[] =
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{
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{ ToneMap_PSCopy, sizeof(ToneMap_PSCopy) },
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{ ToneMap_PSSaturate, sizeof(ToneMap_PSSaturate) },
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{ ToneMap_PSReinhard, sizeof(ToneMap_PSReinhard) },
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{ ToneMap_PSACESFilmic, sizeof(ToneMap_PSACESFilmic) },
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{ ToneMap_PS_SRGB, sizeof(ToneMap_PS_SRGB) },
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{ ToneMap_PSSaturate_SRGB, sizeof(ToneMap_PSSaturate_SRGB) },
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{ ToneMap_PSReinhard_SRGB, sizeof(ToneMap_PSReinhard_SRGB) },
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{ ToneMap_PSACESFilmic_SRGB, sizeof(ToneMap_PSACESFilmic_SRGB) },
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{ ToneMap_PSHDR10, sizeof(ToneMap_PSHDR10) },
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#if defined(_XBOX_ONE) && defined(_TITLE)
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// Shaders that generate both HDR10 and GameDVR SDR signals via Multiple Render Targets.
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{ ToneMap_PSHDR10_Saturate, sizeof(ToneMap_PSHDR10_Saturate) },
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{ ToneMap_PSHDR10_Reinhard, sizeof(ToneMap_PSHDR10_Reinhard) },
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{ ToneMap_PSHDR10_ACESFilmic, sizeof(ToneMap_PSHDR10_ACESFilmic) },
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{ ToneMap_PSHDR10_Saturate_SRGB, sizeof(ToneMap_PSHDR10_Saturate_SRGB) },
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{ ToneMap_PSHDR10_Reinhard_SRGB, sizeof(ToneMap_PSHDR10_Reinhard_SRGB) },
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{ ToneMap_PSHDR10_ACESFilmic_SRGB, sizeof(ToneMap_PSHDR10_ACESFilmic_SRGB) },
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#endif
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};
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static_assert(_countof(pixelShaders) == PixelShaderCount, "array/max mismatch");
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const int pixelShaderIndices[] =
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{
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// Linear EOTF
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0, // Copy
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1, // Saturate
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2, // Reinhard
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3, // ACES Filmic
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// Gamam22 EOTF
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4, // SRGB
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5, // Saturate_SRGB
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6, // Reinhard_SRGB
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7, // ACES Filmic
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// ST.2084 EOTF
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8, // HDR10
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8, // HDR10
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8, // HDR10
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8, // HDR10
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#if defined(_XBOX_ONE) && defined(_TITLE)
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// MRT Linear EOTF
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9, // HDR10+Saturate
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9, // HDR10+Saturate
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10, // HDR10+Reinhard
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11, // HDR10+ACESFilmic
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// MRT Gamma22 EOTF
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12, // HDR10+Saturate_SRGB
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12, // HDR10+Saturate_SRGB
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13, // HDR10+Reinhard_SRGB
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14, // HDR10+ACESFilmic
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// MRT ST.2084 EOTF
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9, // HDR10+Saturate
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9, // HDR10+Saturate
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10, // HDR10+Reinhard
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11, // HDR10+ACESFilmic
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#endif
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};
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static_assert(_countof(pixelShaderIndices) == ShaderPermutationCount, "array/max mismatch");
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// Factory for lazily instantiating shaders.
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class DeviceResources
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{
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public:
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DeviceResources(_In_ ID3D11Device* device)
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: stateObjects(device),
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mDevice(device),
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mVertexShader{},
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mPixelShaders{},
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mMutex{}
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{ }
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// Gets or lazily creates the vertex shader.
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ID3D11VertexShader* GetVertexShader()
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{
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return DemandCreate(mVertexShader, mMutex, [&](ID3D11VertexShader** pResult) -> HRESULT
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{
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HRESULT hr = mDevice->CreateVertexShader(ToneMap_VSQuad, sizeof(ToneMap_VSQuad), nullptr, pResult);
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if (SUCCEEDED(hr))
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SetDebugObjectName(*pResult, "ToneMapPostProcess");
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return hr;
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});
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}
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// Gets or lazily creates the specified pixel shader.
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ID3D11PixelShader* GetPixelShader(int permutation)
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{
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assert(permutation >= 0 && permutation < ShaderPermutationCount);
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_Analysis_assume_(permutation >= 0 && permutation < ShaderPermutationCount);
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int shaderIndex = pixelShaderIndices[permutation];
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assert(shaderIndex >= 0 && shaderIndex < PixelShaderCount);
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_Analysis_assume_(shaderIndex >= 0 && shaderIndex < PixelShaderCount);
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return DemandCreate(mPixelShaders[shaderIndex], mMutex, [&](ID3D11PixelShader** pResult) -> HRESULT
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{
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HRESULT hr = mDevice->CreatePixelShader(pixelShaders[shaderIndex].code, pixelShaders[shaderIndex].length, nullptr, pResult);
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if (SUCCEEDED(hr))
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SetDebugObjectName(*pResult, "ToneMapPostProcess");
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return hr;
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});
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}
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CommonStates stateObjects;
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protected:
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ComPtr<ID3D11Device> mDevice;
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ComPtr<ID3D11VertexShader> mVertexShader;
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ComPtr<ID3D11PixelShader> mPixelShaders[PixelShaderCount];
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std::mutex mMutex;
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};
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}
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class ToneMapPostProcess::Impl : public AlignedNew<ToneMapConstants>
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{
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public:
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Impl(_In_ ID3D11Device* device);
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void Process(_In_ ID3D11DeviceContext* deviceContext, std::function<void __cdecl()>& setCustomState);
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void SetDirtyFlag() noexcept { mDirtyFlags = INT_MAX; }
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int GetCurrentShaderPermutation() const noexcept;
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// Fields.
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ToneMapConstants constants;
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ComPtr<ID3D11ShaderResourceView> hdrTexture;
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float linearExposure;
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float paperWhiteNits;
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Operator op;
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TransferFunction func;
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bool mrt;
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private:
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int mDirtyFlags;
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ConstantBuffer<ToneMapConstants> mConstantBuffer;
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// Per-device resources.
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std::shared_ptr<DeviceResources> mDeviceResources;
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static SharedResourcePool<ID3D11Device*, DeviceResources> deviceResourcesPool;
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};
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// Global pool of per-device ToneMapPostProcess resources.
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SharedResourcePool<ID3D11Device*, DeviceResources> ToneMapPostProcess::Impl::deviceResourcesPool;
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// Constructor.
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ToneMapPostProcess::Impl::Impl(_In_ ID3D11Device* device)
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: constants{},
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linearExposure(1.f),
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paperWhiteNits(200.f),
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op(None),
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func(Linear),
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mrt(false),
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mDirtyFlags(INT_MAX),
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mConstantBuffer(device),
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mDeviceResources(deviceResourcesPool.DemandCreate(device))
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{
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if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
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{
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throw std::exception("ToneMapPostProcess requires Feature Level 10.0 or later");
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}
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SetDebugObjectName(mConstantBuffer.GetBuffer(), "ToneMapPostProcess");
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}
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// Sets our state onto the D3D device.
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void ToneMapPostProcess::Impl::Process(
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_In_ ID3D11DeviceContext* deviceContext,
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std::function<void __cdecl()>& setCustomState)
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{
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// Set the texture.
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ID3D11ShaderResourceView* textures[1] = { hdrTexture.Get() };
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deviceContext->PSSetShaderResources(0, 1, textures);
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auto sampler = mDeviceResources->stateObjects.PointClamp();
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deviceContext->PSSetSamplers(0, 1, &sampler);
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// Set state objects.
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deviceContext->OMSetBlendState(mDeviceResources->stateObjects.Opaque(), nullptr, 0xffffffff);
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deviceContext->OMSetDepthStencilState(mDeviceResources->stateObjects.DepthNone(), 0);
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deviceContext->RSSetState(mDeviceResources->stateObjects.CullNone());
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// Set shaders.
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auto vertexShader = mDeviceResources->GetVertexShader();
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auto pixelShader = mDeviceResources->GetPixelShader(GetCurrentShaderPermutation());
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deviceContext->VSSetShader(vertexShader, nullptr, 0);
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deviceContext->PSSetShader(pixelShader, nullptr, 0);
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// Set constants.
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if (mDirtyFlags & Dirty_Parameters)
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{
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mDirtyFlags &= ~Dirty_Parameters;
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mDirtyFlags |= Dirty_ConstantBuffer;
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constants.parameters = XMVectorSet(linearExposure, paperWhiteNits, 0.f, 0.f);
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}
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#if defined(_XBOX_ONE) && defined(_TITLE)
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void *grfxMemory;
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mConstantBuffer.SetData(deviceContext, constants, &grfxMemory);
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Microsoft::WRL::ComPtr<ID3D11DeviceContextX> deviceContextX;
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ThrowIfFailed(deviceContext->QueryInterface(IID_GRAPHICS_PPV_ARGS(deviceContextX.GetAddressOf())));
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auto buffer = mConstantBuffer.GetBuffer();
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deviceContextX->PSSetPlacementConstantBuffer(0, buffer, grfxMemory);
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#else
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if (mDirtyFlags & Dirty_ConstantBuffer)
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{
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mDirtyFlags &= ~Dirty_ConstantBuffer;
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mConstantBuffer.SetData(deviceContext, constants);
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}
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// Set the constant buffer.
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auto buffer = mConstantBuffer.GetBuffer();
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deviceContext->PSSetConstantBuffers(0, 1, &buffer);
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#endif
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if (setCustomState)
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{
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setCustomState();
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}
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// Draw quad.
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deviceContext->IASetInputLayout(nullptr);
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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deviceContext->Draw(3, 0);
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}
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int ToneMapPostProcess::Impl::GetCurrentShaderPermutation() const noexcept
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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int permutation = (mrt) ? 12 : 0;
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return permutation + (static_cast<int>(func) * static_cast<int>(Operator_Max)) + static_cast<int>(op);
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#else
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return (static_cast<int>(func) * static_cast<int>(Operator_Max)) + static_cast<int>(op);
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#endif
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}
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// Public constructor.
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ToneMapPostProcess::ToneMapPostProcess(_In_ ID3D11Device* device)
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: pImpl(std::make_unique<Impl>(device))
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{
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}
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// Move constructor.
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ToneMapPostProcess::ToneMapPostProcess(ToneMapPostProcess&& moveFrom) noexcept
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: pImpl(std::move(moveFrom.pImpl))
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{
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}
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// Move assignment.
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ToneMapPostProcess& ToneMapPostProcess::operator= (ToneMapPostProcess&& moveFrom) noexcept
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{
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pImpl = std::move(moveFrom.pImpl);
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return *this;
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}
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// Public destructor.
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ToneMapPostProcess::~ToneMapPostProcess()
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{
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}
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// IPostProcess methods.
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void ToneMapPostProcess::Process(
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_In_ ID3D11DeviceContext* deviceContext,
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_In_opt_ std::function<void __cdecl()> setCustomState)
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{
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pImpl->Process(deviceContext, setCustomState);
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}
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// Shader control.
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void ToneMapPostProcess::SetOperator(Operator op)
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{
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if (op >= Operator_Max)
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throw std::out_of_range("Tonemap operator not defined");
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pImpl->op = op;
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}
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void ToneMapPostProcess::SetTransferFunction(TransferFunction func)
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{
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if (func >= TransferFunction_Max)
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throw std::out_of_range("Electro-optical transfer function not defined");
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pImpl->func = func;
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}
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#if defined(_XBOX_ONE) && defined(_TITLE)
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void ToneMapPostProcess::SetMRTOutput(bool value)
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{
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pImpl->mrt = value;
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}
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#endif
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// Properties
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void ToneMapPostProcess::SetHDRSourceTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->hdrTexture = value;
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}
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void ToneMapPostProcess::SetExposure(float exposureValue)
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{
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pImpl->linearExposure = powf(2.f, exposureValue);
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pImpl->SetDirtyFlag();
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}
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void ToneMapPostProcess::SetST2084Parameter(float paperWhiteNits)
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{
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pImpl->paperWhiteNits = paperWhiteNits;
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pImpl->SetDirtyFlag();
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}
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