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GiantsTools/Sdk/External/DirectXTK/Src/BasicPostProcess.cpp
2021-01-23 15:40:09 -08:00

607 lines
18 KiB
C++

//--------------------------------------------------------------------------------------
// File: BasicPostProcess.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
{
constexpr int c_MaxSamples = 16;
constexpr int Dirty_ConstantBuffer = 0x01;
constexpr int Dirty_Parameters = 0x02;
// Constant buffer layout. Must match the shader!
__declspec(align(16)) struct PostProcessConstants
{
XMVECTOR sampleOffsets[c_MaxSamples];
XMVECTOR sampleWeights[c_MaxSamples];
};
static_assert((sizeof(PostProcessConstants) % 16) == 0, "CB size not padded correctly");
// 2-parameter Gaussian distribution given standard deviation (rho)
inline float GaussianDistribution(float x, float y, float rho) noexcept
{
return expf(-(x * x + y * y) / (2 * rho * rho)) / sqrtf(2 * XM_PI * rho * rho);
}
}
// Include the precompiled shader code.
namespace
{
#if defined(_XBOX_ONE) && defined(_TITLE)
#include "Shaders/Compiled/XboxOnePostProcess_VSQuad.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSCopy.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSMonochrome.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSSepia.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSDownScale2x2.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSDownScale4x4.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSGaussianBlur5x5.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSBloomExtract.inc"
#include "Shaders/Compiled/XboxOnePostProcess_PSBloomBlur.inc"
#else
#include "Shaders/Compiled/PostProcess_VSQuad.inc"
#include "Shaders/Compiled/PostProcess_PSCopy.inc"
#include "Shaders/Compiled/PostProcess_PSMonochrome.inc"
#include "Shaders/Compiled/PostProcess_PSSepia.inc"
#include "Shaders/Compiled/PostProcess_PSDownScale2x2.inc"
#include "Shaders/Compiled/PostProcess_PSDownScale4x4.inc"
#include "Shaders/Compiled/PostProcess_PSGaussianBlur5x5.inc"
#include "Shaders/Compiled/PostProcess_PSBloomExtract.inc"
#include "Shaders/Compiled/PostProcess_PSBloomBlur.inc"
#endif
}
namespace
{
struct ShaderBytecode
{
void const* code;
size_t length;
};
const ShaderBytecode pixelShaders[] =
{
{ PostProcess_PSCopy, sizeof(PostProcess_PSCopy) },
{ PostProcess_PSMonochrome, sizeof(PostProcess_PSMonochrome) },
{ PostProcess_PSSepia, sizeof(PostProcess_PSSepia) },
{ PostProcess_PSDownScale2x2, sizeof(PostProcess_PSDownScale2x2) },
{ PostProcess_PSDownScale4x4, sizeof(PostProcess_PSDownScale4x4) },
{ PostProcess_PSGaussianBlur5x5, sizeof(PostProcess_PSGaussianBlur5x5) },
{ PostProcess_PSBloomExtract, sizeof(PostProcess_PSBloomExtract) },
{ PostProcess_PSBloomBlur, sizeof(PostProcess_PSBloomBlur) },
};
static_assert(_countof(pixelShaders) == BasicPostProcess::Effect_Max, "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(PostProcess_VSQuad, sizeof(PostProcess_VSQuad), nullptr, pResult);
if (SUCCEEDED(hr))
SetDebugObjectName(*pResult, "BasicPostProcess");
return hr;
});
}
// Gets or lazily creates the specified pixel shader.
ID3D11PixelShader* GetPixelShader(unsigned int shaderIndex)
{
assert(shaderIndex < BasicPostProcess::Effect_Max);
_Analysis_assume_(shaderIndex < BasicPostProcess::Effect_Max);
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, "BasicPostProcess");
return hr;
});
}
CommonStates stateObjects;
protected:
ComPtr<ID3D11Device> mDevice;
ComPtr<ID3D11VertexShader> mVertexShader;
ComPtr<ID3D11PixelShader> mPixelShaders[BasicPostProcess::Effect_Max];
std::mutex mMutex;
};
}
class BasicPostProcess::Impl : public AlignedNew<PostProcessConstants>
{
public:
Impl(_In_ ID3D11Device* device);
void Process(_In_ ID3D11DeviceContext* deviceContext, std::function<void __cdecl()>& setCustomState);
void SetConstants(bool value = true) noexcept { mUseConstants = value; mDirtyFlags = INT_MAX; }
void SetDirtyFlag() noexcept { mDirtyFlags = INT_MAX; }
// Fields.
PostProcessConstants constants;
BasicPostProcess::Effect fx;
ComPtr<ID3D11ShaderResourceView> texture;
unsigned texWidth;
unsigned texHeight;
float guassianMultiplier;
float bloomSize;
float bloomBrightness;
float bloomThreshold;
bool bloomHorizontal;
private:
bool mUseConstants;
int mDirtyFlags;
void DownScale2x2();
void DownScale4x4();
void GaussianBlur5x5(float multiplier);
void Bloom(bool horizontal, float size, float brightness);
ConstantBuffer<PostProcessConstants> mConstantBuffer;
// Per-device resources.
std::shared_ptr<DeviceResources> mDeviceResources;
static SharedResourcePool<ID3D11Device*, DeviceResources> deviceResourcesPool;
};
// Global pool of per-device BasicPostProcess resources.
SharedResourcePool<ID3D11Device*, DeviceResources> BasicPostProcess::Impl::deviceResourcesPool;
// Constructor.
BasicPostProcess::Impl::Impl(_In_ ID3D11Device* device)
: constants{},
fx(BasicPostProcess::Copy),
texWidth(0),
texHeight(0),
guassianMultiplier(1.f),
bloomSize(1.f),
bloomBrightness(1.f),
bloomThreshold(0.25f),
bloomHorizontal(true),
mUseConstants(false),
mDirtyFlags(INT_MAX),
mConstantBuffer(device),
mDeviceResources(deviceResourcesPool.DemandCreate(device))
{
if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
{
throw std::exception("BasicPostProcess requires Feature Level 10.0 or later");
}
SetDebugObjectName(mConstantBuffer.GetBuffer(), "BasicPostProcess");
}
// Sets our state onto the D3D device.
void BasicPostProcess::Impl::Process(
_In_ ID3D11DeviceContext* deviceContext,
std::function<void __cdecl()>& setCustomState)
{
// Set the texture.
ID3D11ShaderResourceView* textures[1] = { texture.Get() };
deviceContext->PSSetShaderResources(0, 1, textures);
auto sampler = mDeviceResources->stateObjects.LinearClamp();
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(fx);
deviceContext->VSSetShader(vertexShader, nullptr, 0);
deviceContext->PSSetShader(pixelShader, nullptr, 0);
// Set constants.
if (mUseConstants)
{
if (mDirtyFlags & Dirty_Parameters)
{
mDirtyFlags &= ~Dirty_Parameters;
mDirtyFlags |= Dirty_ConstantBuffer;
switch (fx)
{
case DownScale_2x2:
DownScale2x2();
break;
case DownScale_4x4:
DownScale4x4();
break;
case GaussianBlur_5x5:
GaussianBlur5x5(guassianMultiplier);
break;
case BloomExtract:
constants.sampleWeights[0] = XMVectorReplicate(bloomThreshold);
break;
case BloomBlur:
Bloom(bloomHorizontal, bloomSize, bloomBrightness);
break;
default:
break;
}
}
#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);
}
void BasicPostProcess::Impl::DownScale2x2()
{
mUseConstants = true;
if (!texWidth || !texHeight)
{
throw std::exception("Call SetSourceTexture before setting post-process effect");
}
float tu = 1.0f / float(texWidth);
float tv = 1.0f / float(texHeight);
// Sample from the 4 surrounding points. Since the center point will be in the exact
// center of 4 texels, a 0.5f offset is needed to specify a texel center.
auto ptr = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
for (int y = 0; y < 2; ++y)
{
for (int x = 0; x < 2; ++x)
{
ptr->x = (float(x) - 0.5f) * tu;
ptr->y = (float(y) - 0.5f) * tv;
++ptr;
}
}
}
void BasicPostProcess::Impl::DownScale4x4()
{
mUseConstants = true;
if (!texWidth || !texHeight)
{
throw std::exception("Call SetSourceTexture before setting post-process effect");
}
float tu = 1.0f / float(texWidth);
float tv = 1.0f / float(texHeight);
// Sample from the 16 surrounding points. Since the center point will be in the
// exact center of 16 texels, a 1.5f offset is needed to specify a texel center.
auto ptr = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
for (int y = 0; y < 4; ++y)
{
for (int x = 0; x < 4; ++x)
{
ptr->x = (float(x) - 1.5f) * tu;
ptr->y = (float(y) - 1.5f) * tv;
++ptr;
}
}
}
void BasicPostProcess::Impl::GaussianBlur5x5(float multiplier)
{
mUseConstants = true;
if (!texWidth || !texHeight)
{
throw std::exception("Call SetSourceTexture before setting post-process effect");
}
float tu = 1.0f / float(texWidth);
float tv = 1.0f / float(texHeight);
float totalWeight = 0.0f;
size_t index = 0;
auto offsets = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
auto weights = constants.sampleWeights;
for (int x = -2; x <= 2; ++x)
{
for (int y = -2; y <= 2; ++y)
{
// Exclude pixels with a block distance greater than 2. This will
// create a kernel which approximates a 5x5 kernel using only 13
// sample points instead of 25; this is necessary since 2.0 shaders
// only support 16 texture grabs.
if (fabsf(float(x)) + fabsf(float(y)) > 2.0f)
continue;
// Get the unscaled Gaussian intensity for this offset
offsets[index].x = float(x) * tu;
offsets[index].y = float(y) * tv;
offsets[index].z = 0.0f;
offsets[index].w = 0.0f;
float g = GaussianDistribution(float(x), float(y), 1.0f);
weights[index] = XMVectorReplicate(g);
totalWeight += XMVectorGetX(weights[index]);
++index;
}
}
// Divide the current weight by the total weight of all the samples; Gaussian
// blur kernels add to 1.0f to ensure that the intensity of the image isn't
// changed when the blur occurs. An optional multiplier variable is used to
// add or remove image intensity during the blur.
XMVECTOR vtw = XMVectorReplicate(totalWeight);
XMVECTOR vm = XMVectorReplicate(multiplier);
for (size_t i = 0; i < index; ++i)
{
weights[i] = XMVectorDivide(weights[i], vtw);
weights[i] = XMVectorMultiply(weights[i], vm);
}
}
void BasicPostProcess::Impl::Bloom(bool horizontal, float size, float brightness)
{
mUseConstants = true;
if (!texWidth || !texHeight)
{
throw std::exception("Call SetSourceTexture before setting post-process effect");
}
float tu = 0.f;
float tv = 0.f;
if (horizontal)
{
tu = 1.f / float(texWidth);
}
else
{
tv = 1.f / float(texHeight);
}
auto weights = reinterpret_cast<XMFLOAT4*>(constants.sampleWeights);
auto offsets = reinterpret_cast<XMFLOAT4*>(constants.sampleOffsets);
// Fill the center texel
float weight = brightness * GaussianDistribution(0, 0, size);
weights[0] = XMFLOAT4(weight, weight, weight, 1.0f);
offsets[0].x = offsets[0].y = offsets[0].z = offsets[0].w = 0.f;
// Fill the first half
for (int i = 1; i < 8; ++i)
{
// Get the Gaussian intensity for this offset
weight = brightness * GaussianDistribution(float(i), 0, size);
weights[i] = XMFLOAT4(weight, weight, weight, 1.0f);
offsets[i] = XMFLOAT4(float(i) * tu, float(i) * tv, 0.f, 0.f);
}
// Mirror to the second half
for (int i = 8; i < 15; i++)
{
weights[i] = weights[i - 7];
offsets[i] = XMFLOAT4(-offsets[i - 7].x, -offsets[i - 7].y, 0.f, 0.f);
}
}
// Public constructor.
BasicPostProcess::BasicPostProcess(_In_ ID3D11Device* device)
: pImpl(std::make_unique<Impl>(device))
{
}
// Move constructor.
BasicPostProcess::BasicPostProcess(BasicPostProcess&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
BasicPostProcess& BasicPostProcess::operator= (BasicPostProcess&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
BasicPostProcess::~BasicPostProcess()
{
}
// IPostProcess methods.
void BasicPostProcess::Process(
_In_ ID3D11DeviceContext* deviceContext,
_In_opt_ std::function<void __cdecl()> setCustomState)
{
pImpl->Process(deviceContext, setCustomState);
}
// Shader control.
void BasicPostProcess::SetEffect(Effect fx)
{
if (fx >= Effect_Max)
throw std::out_of_range("Effect not defined");
pImpl->fx = fx;
switch (fx)
{
case Copy:
case Monochrome:
case Sepia:
// These shaders don't use the constant buffer
pImpl->SetConstants(false);
break;
default:
pImpl->SetConstants(true);
break;
}
}
// Properties
void BasicPostProcess::SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value)
{
pImpl->texture = value;
if (value)
{
ComPtr<ID3D11Resource> res;
value->GetResource(res.GetAddressOf());
D3D11_RESOURCE_DIMENSION resType = D3D11_RESOURCE_DIMENSION_UNKNOWN;
res->GetType(&resType);
switch (resType)
{
case D3D11_RESOURCE_DIMENSION_TEXTURE1D:
{
ComPtr<ID3D11Texture1D> tex;
ThrowIfFailed(res.As(&tex));
D3D11_TEXTURE1D_DESC desc = {};
tex->GetDesc(&desc);
pImpl->texWidth = desc.Width;
pImpl->texHeight = 1;
break;
}
case D3D11_RESOURCE_DIMENSION_TEXTURE2D:
{
ComPtr<ID3D11Texture2D> tex;
ThrowIfFailed(res.As(&tex));
D3D11_TEXTURE2D_DESC desc = {};
tex->GetDesc(&desc);
pImpl->texWidth = desc.Width;
pImpl->texHeight = desc.Height;
break;
}
case D3D11_RESOURCE_DIMENSION_UNKNOWN:
case D3D11_RESOURCE_DIMENSION_BUFFER:
case D3D11_RESOURCE_DIMENSION_TEXTURE3D:
default:
throw std::exception("Unsupported texture type");
}
}
else
{
pImpl->texWidth = pImpl->texHeight = 0;
}
}
void BasicPostProcess::SetGaussianParameter(float multiplier)
{
pImpl->guassianMultiplier = multiplier;
pImpl->SetDirtyFlag();
}
void BasicPostProcess::SetBloomExtractParameter(float threshold)
{
pImpl->bloomThreshold = threshold;
pImpl->SetDirtyFlag();
}
void BasicPostProcess::SetBloomBlurParameters(bool horizontal, float size, float brightness)
{
pImpl->bloomSize = size;
pImpl->bloomBrightness = brightness;
pImpl->bloomHorizontal = horizontal;
pImpl->SetDirtyFlag();
}