src/ngfx/porting/d3d/D3DBlitOp.cpp
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#include "ngfx/porting/d3d/D3DBlitOp.h"
#include "ngfx/core/DebugUtil.h"
#include "ngfx/graphics/BufferUtil.h"
#include "ngfx/graphics/Config.h"
#include "ngfx/porting/d3d/D3DDebugUtil.h"
#include "ngfx/porting/d3d/D3DGraphics.h"
#include "ngfx/porting/d3d/D3DGraphicsContext.h"
#include "ngfx/porting/d3d/D3DTexture.h"
#include <glm/gtc/type_ptr.hpp>
using namespace ngfx;
using namespace glm;
D3DBlitOp::D3DBlitOp(D3DGraphicsContext *ctx, D3DTexture *srcTexture,
uint32_t srcLevel, D3DTexture *dstTexture,
uint32_t dstLevel, Region srcRegion, Region dstRegion,
uint32_t srcBaseLayer, uint32_t srcLayerCount,
uint32_t dstBaseLayer, uint32_t dstLayerCount)
: ctx(ctx), srcTexture(srcTexture), srcLevel(srcLevel),
dstTexture(dstTexture), dstLevel(dstLevel), srcRegion(srcRegion),
dstRegion(dstRegion), srcBaseLayer(srcBaseLayer),
srcLayerCount(srcLayerCount), dstBaseLayer(dstBaseLayer),
dstLayerCount(dstLayerCount) {
outputFramebuffer.reset((D3DFramebuffer *)Framebuffer::create(
ctx->device, ctx->defaultOffscreenRenderPass, {{dstTexture, dstLevel, 0}},
dstTexture->w >> dstLevel, dstTexture->h >> dstLevel));
std::vector<vec2> pos = {vec2(-1, 1), vec2(-1, -1), vec2(1, 1), vec2(1, -1)};
std::vector<vec2> texCoord = {vec2(0, 0), vec2(0, 1), vec2(1, 0), vec2(1, 1)};
bPos.reset((D3DBuffer *)createVertexBuffer<vec2>(ctx, pos));
bTexCoord.reset((D3DBuffer *)createVertexBuffer<vec2>(ctx, texCoord));
numVerts = uint32_t(pos.size());
UBOData uboData = {srcLevel};
bUbo.reset((D3DBuffer *)createUniformBuffer(ctx, &uboData, sizeof(uboData)));
createPipeline();
graphicsPipeline->getBindings({&U_UBO, &U_TEXTURE}, {&B_POS, &B_TEXCOORD});
}
void D3DBlitOp::createPipeline() {
const std::string key = "d3dBlitOp";
graphicsPipeline = (D3DGraphicsPipeline *)ctx->pipelineCache->get(key);
if (graphicsPipeline)
return;
GraphicsPipeline::State state;
state.renderPass = ctx->defaultOffscreenRenderPass;
state.primitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
auto device = ctx->device;
graphicsPipeline = (D3DGraphicsPipeline *)GraphicsPipeline::create(
ctx, state,
VertexShaderModule::create(device, NGFX_DATA_DIR "/d3dBlitOp.vert").get(),
FragmentShaderModule::create(device, NGFX_DATA_DIR "/d3dBlitOp.frag")
.get(),
dstTexture->format, ctx->depthFormat);
ctx->pipelineCache->add(key, graphicsPipeline);
}
void D3DBlitOp::draw(D3DCommandList *cmdList, D3DGraphics *graphics) {
graphics->bindGraphicsPipeline(cmdList, graphicsPipeline);
graphics->bindVertexBuffer(cmdList, bPos.get(), B_POS, sizeof(vec2));
graphics->bindUniformBuffer(cmdList, bUbo.get(), U_UBO,
SHADER_STAGE_FRAGMENT_BIT);
graphics->bindVertexBuffer(cmdList, bTexCoord.get(), B_TEXCOORD,
sizeof(vec2));
D3D_TRACE(cmdList->v->SetGraphicsRootDescriptorTable(
U_TEXTURE, srcTexture->getSrvDescriptor(srcLevel, 1).gpuHandle));
D3D12_FILTER filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
D3D_TRACE(cmdList->v->SetGraphicsRootDescriptorTable(
U_TEXTURE + 1, srcTexture->getSamplerDescriptor(filter).gpuHandle));
graphics->draw(cmdList, 4);
}
void D3DBlitOp::apply(D3DGraphicsContext *ctx, D3DCommandList *cmdList,
D3DGraphics *graphics) {
ctx->beginOffscreenRenderPass(cmdList, graphics, outputFramebuffer.get());
draw(cmdList, graphics);
ctx->endOffscreenRenderPass(cmdList, graphics);
}
Updated on 3 April 2021 at 20:21:51 PDT