format aware texture2d copy utility

This commit is contained in:
Turanszki Janos
2018-06-20 20:40:18 +01:00
parent 71d03f917f
commit c1303bb830
11 changed files with 111 additions and 16 deletions
+2 -1
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@@ -27,7 +27,8 @@
#define CBSLOT_RENDERER_DISPATCHPARAMS 8
#define CBSLOT_RENDERER_VOXELIZER 8
#define CBSLOT_RENDERER_TRACED 8
#define CBSLOT_RENDERER_BVH 8
#define CBSLOT_RENDERER_BVH 8
#define CBSLOT_RENDERER_UTILITY 8
#define CBSLOT_OTHER_EMITTEDPARTICLE 8
#define CBSLOT_OTHER_HAIRPARTICLE 8
+11
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@@ -0,0 +1,11 @@
#ifndef _SHADERINTEROP_UTILITY_H_
#define _SHADERINTEROP_UTILITY_H_
#include "ShaderInterop.h"
CBUFFER(CopyTextureCB, CBSLOT_RENDERER_UTILITY)
{
uint2 xCopyDest;
uint2 padding0;
};
#endif //_SHADERINTEROP_UTILITY_H_
@@ -70,6 +70,10 @@
<FxCompile Include="colorGradePS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="copytexture2Dregion_unorm4CS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
</FxCompile>
<FxCompile Include="cubeMapPS.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
</FxCompile>
@@ -756,6 +756,9 @@
<FxCompile Include="raytrace_kickjobsCS.hlsl">
<Filter>CS</Filter>
</FxCompile>
<FxCompile Include="copytexture2Dregion_unorm4CS.hlsl">
<Filter>CS</Filter>
</FxCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="PS">
@@ -246,6 +246,7 @@
<ClInclude Include="$(MSBuildThisFileDirectory)ShaderInterop_GPUSortLib.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)ShaderInterop_Ocean.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)ShaderInterop_Skinning.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)ShaderInterop_Utility.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)ShaderInterop_Vulkan.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)TiledDeferredRenderableComponent.h" />
<ClInclude Include="$(MSBuildThisFileDirectory)TiledDeferredRenderableComponent_BindLua.h" />
@@ -1185,6 +1185,9 @@
<ClInclude Include="$(MSBuildThisFileDirectory)PathTracingRenderableComponent.h">
<Filter>ENGINE\Components</Filter>
</ClInclude>
<ClInclude Include="$(MSBuildThisFileDirectory)ShaderInterop_Utility.h">
<Filter>ENGINE\Graphics\GPUMapping</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="$(MSBuildThisFileDirectory)LUA\lapi.c">
@@ -0,0 +1,12 @@
#include "globals.hlsli"
#include "ShaderInterop_Utility.h"
TEXTURE2D(input, float4, TEXSLOT_ONDEMAND0);
RWTEXTURE2D(output, unorm float4, 0);
[numthreads(8, 8, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
output[DTid.xy + xCopyDest] = input[DTid.xy];
}
+2
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@@ -83,6 +83,7 @@ enum CBTYPES
CBTYPE_CLOUDGENERATOR,
CBTYPE_BVH,
CBTYPE_RAYTRACE,
CBTYPE_COPYTEXTURE,
CBTYPE_LAST
};
@@ -269,6 +270,7 @@ enum CSTYPES
CSTYPE_GENERATEMIPCHAIN2D_GAUSSIAN,
CSTYPE_GENERATEMIPCHAIN3D_SIMPLEFILTER,
CSTYPE_GENERATEMIPCHAIN3D_GAUSSIAN,
CSTYPE_COPYTEXTURE2DREGION_UNORM4,
CSTYPE_SKINNING,
CSTYPE_SKINNING_LDS,
CSTYPE_CLOUDGENERATOR,
+67 -12
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@@ -28,6 +28,7 @@
#include "ShaderInterop_Skinning.h"
#include "ShaderInterop_TracedRendering.h"
#include "ShaderInterop_BVH.h"
#include "ShaderInterop_Utility.h"
#include "wiWidget.h"
#include "wiGPUSortLib.h"
@@ -603,6 +604,9 @@ void wiRenderer::LoadBuffers()
bd.ByteWidth = sizeof(BVHCB);
GetDevice()->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_BVH]);
bd.ByteWidth = sizeof(CopyTextureCB);
GetDevice()->CreateBuffer(&bd, nullptr, constantBuffers[CBTYPE_COPYTEXTURE]);
@@ -1472,6 +1476,7 @@ void wiRenderer::LoadShaders()
computeShaders[CSTYPE_GENERATEMIPCHAIN2D_GAUSSIAN] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain2D_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_SIMPLEFILTER] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain3D_SimpleFilterCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_GENERATEMIPCHAIN3D_GAUSSIAN] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "generateMIPChain3D_GaussianCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_COPYTEXTURE2DREGION_UNORM4] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "copytexture2Dregion_unorm4CS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_SKINNING] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "skinningCS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_SKINNING_LDS] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "skinningCS_LDS.cso", wiResourceManager::COMPUTESHADER));
computeShaders[CSTYPE_CLOUDGENERATOR] = static_cast<ComputeShader*>(wiResourceManager::GetShaderManager()->add(SHADERPATH + "cloudGeneratorCS.cso", wiResourceManager::COMPUTESHADER));
@@ -1761,6 +1766,7 @@ void wiRenderer::LoadShaders()
desc.rs = rasterizers[RSTYPE_FRONT];
desc.bs = blendStates[BSTYPE_DECAL];
desc.dss = depthStencils[DSSTYPE_DECAL];
desc.pt = TRIANGLESTRIP;
desc.numRTs = 1;
desc.RTFormats[0] = RTFormat_gbuffer_0;
@@ -6330,6 +6336,56 @@ void wiRenderer::GenerateMipChain(Texture3D* texture, MIPGENFILTER filter, GRAPH
GetDevice()->EventEnd(threadID);
}
void wiRenderer::CopyTexture2D_Region(Texture2D* dst, UINT DstMIP, UINT DstX, UINT DstY, Texture2D* src, UINT SrcMIP, GRAPHICSTHREAD threadID)
{
GraphicsDevice* device = GetDevice();
const TextureDesc& desc_dst = dst->GetDesc();
const TextureDesc& desc_src = src->GetDesc();
assert(desc_dst.BindFlags & BIND_UNORDERED_ACCESS);
assert(desc_src.BindFlags & BIND_SHADER_RESOURCE);
device->EventBegin("CopyTexture2D_Region_UNORM4", threadID);
device->BindComputePSO(CPSO[CSTYPE_COPYTEXTURE2DREGION_UNORM4], threadID);
CopyTextureCB cb;
cb.xCopyDest.x = DstX;
cb.xCopyDest.y = DstY;
device->UpdateBuffer(constantBuffers[CBTYPE_COPYTEXTURE], &cb, threadID);
device->BindConstantBuffer(CS, constantBuffers[CBTYPE_COPYTEXTURE], CB_GETBINDSLOT(CopyTextureCB), threadID);
//if (SrcMIP > 0)
//{
// assert(desc_src.MipLevels > SrcMIP);
// device->BindResource(CS, src, TEXSLOT_ONDEMAND0, threadID, SrcMIP);
//}
//else
{
device->BindResource(CS, src, TEXSLOT_ONDEMAND0, threadID);
}
if (DstMIP > 0)
{
assert(desc_dst.MipLevels > DstMIP);
device->BindUnorderedAccessResourceCS(dst, 0, threadID, DstMIP);
}
else
{
device->BindUnorderedAccessResourceCS(dst, 0, threadID);
}
device->Dispatch((UINT)ceilf((float)desc_src.Width / 8.0f), (UINT)ceilf((float)desc_src.Height / 8.0f), 1, threadID);
device->UnBindUnorderedAccessResources(0, 1, threadID);
device->EventEnd(threadID);
}
// Should I care that usually buffers are not declared here?
static GPUBuffer* bvhNodeBuffer = nullptr;
static GPUBuffer* bvhAABBBuffer = nullptr;
@@ -6851,25 +6907,19 @@ void wiRenderer::DrawTracedScene(Camera* camera, wiGraphicsTypes::Texture2D* res
desc.Height = (UINT)bins[0].size.h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = FORMAT_B8G8R8A8_UNORM;
desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE;
desc.BindFlags = BIND_SHADER_RESOURCE | BIND_UNORDERED_ACCESS;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
device->CreateTexture2D(&desc, nullptr, &atlasTexture);
for (UINT mip = 0; mip < atlasTexture->GetDesc().MipLevels; ++mip)
for (auto& it : storedTextures)
{
for (auto& it : storedTextures)
{
if (mip < it.first->GetDesc().MipLevels)
{
device->CopyTexture2D_Region(atlasTexture, mip, it.second.x >> mip, it.second.y >> mip, it.first, mip, threadID);
}
}
CopyTexture2D_Region(atlasTexture, 0, it.second.x, it.second.y, it.first, 0, threadID);
}
}
else
@@ -7225,14 +7275,18 @@ void wiRenderer::ManageDecalAtlas(GRAPHICSTHREAD threadID)
desc.Height = (UINT)bins[0].size.h;
desc.MipLevels = 6;
desc.ArraySize = 1;
desc.Format = FORMAT_B8G8R8A8_UNORM; // png decals are loaded into this format! todo: DXT!
//desc.Format = FORMAT_R8G8B8A8_UNORM;
desc.Format = FORMAT_B8G8R8A8_UNORM; // png decals are loaded into this format! todo: Utility copytexture2d srcMIP!!!
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = USAGE_DEFAULT;
desc.BindFlags = BIND_SHADER_RESOURCE;
desc.BindFlags = BIND_SHADER_RESOURCE /*| BIND_UNORDERED_ACCESS*/;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
atlasTexture = new Texture2D;
atlasTexture->RequestIndependentUnorderedAccessResourcesForMIPs(true);
device->CreateTexture2D(&desc, nullptr, &atlasTexture);
for (UINT mip = 0; mip < atlasTexture->GetDesc().MipLevels; ++mip)
@@ -7242,6 +7296,7 @@ void wiRenderer::ManageDecalAtlas(GRAPHICSTHREAD threadID)
if (mip < it.first->GetDesc().MipLevels)
{
device->CopyTexture2D_Region(atlasTexture, mip, it.second.x >> mip, it.second.y >> mip, it.first, mip, threadID);
//CopyTexture2D_Region(atlasTexture, mip, it.second.x >> mip, it.second.y >> mip, it.first, mip, threadID);
}
}
}
+3
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@@ -512,6 +512,9 @@ public:
static void GenerateMipChain(wiGraphicsTypes::Texture2D* texture, MIPGENFILTER filter, GRAPHICSTHREAD threadID);
static void GenerateMipChain(wiGraphicsTypes::Texture3D* texture, MIPGENFILTER filter, GRAPHICSTHREAD threadID);
// Performs copy operation even between different texture formats
static void CopyTexture2D_Region(wiGraphicsTypes::Texture2D* dst, UINT DstMIP, UINT DstX, UINT DstY, wiGraphicsTypes::Texture2D* src, UINT SrcMIP, GRAPHICSTHREAD threadID);
// dst: Texture2D with unordered access, the output will be written to this
// refinementCount: 0: auto select, 1: perfect noise, greater numbers: smoother clouds, slower processing
// randomness: random seed
+3 -3
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@@ -186,14 +186,14 @@ Texture2D* wiTextureHelper::wiTextureHelperInstance::getColor(const wiColor& col
unsigned char* data = new unsigned char[dataLength];
for (int i = 0; i < dataLength; i += 4)
{
data[i] = color.b;
data[i] = color.r;
data[i + 1] = color.g;
data[i + 2] = color.r;
data[i + 2] = color.b;
data[i + 3] = color.a;
}
Texture2D* texture = nullptr;
if (FAILED(CreateTexture(texture, data, 1, 1, 4, FORMAT_B8G8R8A8_UNORM)))
if (FAILED(CreateTexture(texture, data, 1, 1, 4)))
{
delete[] data;
return nullptr;