mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-24 23:25:37 +01:00
436 lines
13 KiB
C++
436 lines
13 KiB
C++
//--------------------------------------------------------------------------------------
|
|
// 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();
|
|
}
|