Gamma correction for Vulkan, D3D, OpenGL

This commit is contained in:
Jack Andersen
2018-01-21 12:01:52 -10:00
parent 2df85e8f8b
commit 93c787dcd4
11 changed files with 940 additions and 394 deletions

View File

@@ -19,6 +19,46 @@
extern pD3DCompile D3DCompilePROC;
static const char* GammaVS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = v.uvIn.xy;\n"
" vtf.pos = v.posIn;\n"
" return vtf;\n"
"}\n";
static const char* GammaFS =
"struct VertToFrag\n"
"{\n"
" float4 pos : SV_Position;\n"
" float2 uv : UV;\n"
"};\n"
"\n"
"Texture2D screenTex : register(t0);\n"
"Texture2D gammaLUT : register(t1);\n"
"SamplerState samp : register(s2);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" int4 tex = int4(saturate(screenTex.Sample(samp, vtf.uv)) * float4(65535.0, 65535.0, 65535.0, 65535.0));\n"
" float4 colorOut;\n"
" for (int i=0 ; i<3 ; ++i)\n"
" colorOut[i] = gammaLUT.Load(int3(tex[i] % 256, tex[i] / 256, 0)).r;\n"
" return colorOut;\n"
"}\n";
namespace boo
{
static logvisor::Module Log("boo::D3D11");
@@ -138,6 +178,10 @@ class D3D11TextureS : public GraphicsDataNode<ITextureS>
case TextureFormat::I8:
pfmt = DXGI_FORMAT_R8_UNORM;
break;
case TextureFormat::I16:
pfmt = DXGI_FORMAT_R16_UNORM;
pxPitchNum = 2;
break;
case TextureFormat::DXT1:
pfmt = DXGI_FORMAT_BC1_UNORM;
compressed = true;
@@ -189,15 +233,20 @@ class D3D11TextureSA : public GraphicsDataNode<ITextureSA>
{
size_t pixelPitch;
DXGI_FORMAT pixelFmt;
if (fmt == TextureFormat::RGBA8)
switch (fmt)
{
case TextureFormat::RGBA8:
pixelPitch = 4;
pixelFmt = DXGI_FORMAT_R8G8B8A8_UNORM;
}
else if (fmt == TextureFormat::I8)
{
break;
case TextureFormat::I8:
pixelPitch = 1;
pixelFmt = DXGI_FORMAT_R8_UNORM;
break;
case TextureFormat::I16:
pixelPitch = 2;
pixelFmt = DXGI_FORMAT_R16_UNORM;
break;
}
CD3D11_TEXTURE2D_DESC desc(pixelFmt, width, height, layers, mips,
@@ -260,6 +309,10 @@ class D3D11TextureD : public GraphicsDataNode<ITextureD>
pixelFmt = DXGI_FORMAT_R8_UNORM;
m_pxPitch = 1;
break;
case TextureFormat::I16:
pixelFmt = DXGI_FORMAT_R16_UNORM;
m_pxPitch = 2;
break;
default:
Log.report(logvisor::Fatal, "unsupported tex format");
}
@@ -531,8 +584,8 @@ class D3D11ShaderPipeline : public GraphicsDataNode<IShaderPipeline>
}
CD3D11_RASTERIZER_DESC rasDesc(D3D11_FILL_SOLID, cullMode, true,
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP, D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
true, true, false, false);
D3D11_DEFAULT_DEPTH_BIAS, D3D11_DEFAULT_DEPTH_BIAS_CLAMP,
D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS, true, true, false, false);
ThrowIfFailed(ctx->m_dev->CreateRasterizerState(&rasDesc, &m_rasState));
CD3D11_DEPTH_STENCIL_DESC dsDesc(D3D11_DEFAULT);
@@ -919,81 +972,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
std::recursive_mutex m_dynamicLock;
void ProcessDynamicLoads(ID3D11DeviceContext* ctx);
static void RenderingWorker(D3D11CommandQueue* self)
{
{
std::unique_lock<std::mutex> lk(self->m_initmt);
}
self->m_initcv.notify_one();
while (self->m_running)
{
{
std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->m_running)
break;
self->m_drawBuf = self->m_completeBuf;
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
if (self->m_texResizes.size())
{
for (const auto& resize : self->m_texResizes)
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
self->m_texResizes.clear();
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsFSTransition)
{
if (self->m_windowCtx->m_fs)
{
self->m_windowCtx->m_swapChain->SetFullscreenState(true, nullptr);
self->m_windowCtx->m_swapChain->ResizeTarget(&self->m_windowCtx->m_fsdesc);
}
else
self->m_windowCtx->m_swapChain->SetFullscreenState(false, nullptr);
self->m_windowCtx->m_needsFSTransition = false;
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsResize)
{
self->m_windowCtx->m_swapChain->ResizeBuffers(2,
self->m_windowCtx->width, self->m_windowCtx->height,
self->m_ctx->m_fbFormat, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
self->m_windowCtx->m_needsResize = false;
CmdList.reset();
continue;
}
}
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
ID3D11CommandList* list = CmdList.list.Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>();
if (csource)
{
ComPtr<ID3D11Texture2D> dest;
ThrowIfFailed(self->m_windowCtx->m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), &dest));
ID3D11Texture2D* src = csource->m_colorTex.Get();
if (csource->m_samples > 1)
self->m_ctx->m_devCtx->ResolveSubresource(dest.Get(), 0, src, 0, self->m_ctx->m_fbFormat);
else
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
self->m_windowCtx->m_swapChain->Present(1, 0);
}
CmdList.reset();
}
}
static void RenderingWorker(D3D11CommandQueue* self);
D3D11CommandQueue(D3D11Context* ctx, D3D11Context::Window* windowCtx, IGraphicsContext* parent)
: m_ctx(ctx), m_windowCtx(windowCtx), m_parent(parent),
@@ -1005,7 +984,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
ThrowIfFailed(ctx->m_dev->CreateDeferredContext1(0, &m_deferredCtx));
}
void startRenderer() {}
void startRenderer();
void stopRenderer()
{
@@ -1115,16 +1094,15 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
m_deferredCtx->DrawIndexedInstanced(count, instCount, start, 0, 0);
}
void resolveBindTexture(const boo::ObjToken<ITextureR>& texture, const SWindowRect& rect,
bool tlOrigin, int bindIdx, bool color, bool depth, bool clearDepth)
void _resolveBindTexture(ID3D11DeviceContext1* ctx, const D3D11TextureR* tex, const SWindowRect& rect,
bool tlOrigin, int bindIdx, bool color, bool depth)
{
const D3D11TextureR* tex = texture.cast<D3D11TextureR>();
if (color && tex->m_colorBindCount)
{
if (tex->m_samples > 1)
{
m_deferredCtx->ResolveSubresource(tex->m_colorBindTex[bindIdx].Get(), 0, tex->m_colorTex.Get(), 0,
m_ctx->m_fbFormat);
ctx->ResolveSubresource(tex->m_colorBindTex[bindIdx].Get(), 0, tex->m_colorTex.Get(), 0,
m_ctx->m_fbFormat);
}
else
{
@@ -1132,23 +1110,29 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
int y = tlOrigin ? intersectRect.location[1] : (tex->m_height - intersectRect.size[1] - intersectRect.location[1]);
D3D11_BOX box = {UINT(intersectRect.location[0]), UINT(y), 0,
UINT(intersectRect.location[0] + intersectRect.size[0]), UINT(y + intersectRect.size[1]), 1};
m_deferredCtx->CopySubresourceRegion1(tex->m_colorBindTex[bindIdx].Get(), 0, box.left, box.top, 0,
tex->m_colorTex.Get(), 0, &box, D3D11_COPY_DISCARD);
ctx->CopySubresourceRegion1(tex->m_colorBindTex[bindIdx].Get(), 0, box.left, box.top, 0,
tex->m_colorTex.Get(), 0, &box, D3D11_COPY_DISCARD);
}
}
if (depth && tex->m_depthBindCount)
{
if (tex->m_samples > 1)
{
m_deferredCtx->ResolveSubresource(tex->m_depthBindTex[bindIdx].Get(), 0, tex->m_depthTex.Get(), 0,
ctx->ResolveSubresource(tex->m_depthBindTex[bindIdx].Get(), 0, tex->m_depthTex.Get(), 0,
DXGI_FORMAT_D24_UNORM_S8_UINT);
}
else
{
m_deferredCtx->CopyResource(tex->m_depthBindTex[bindIdx].Get(), tex->m_depthTex.Get());
ctx->CopyResource(tex->m_depthBindTex[bindIdx].Get(), tex->m_depthTex.Get());
}
}
}
void resolveBindTexture(const boo::ObjToken<ITextureR>& texture, const SWindowRect& rect,
bool tlOrigin, int bindIdx, bool color, bool depth, bool clearDepth)
{
const D3D11TextureR* tex = texture.cast<D3D11TextureR>();
_resolveBindTexture(m_deferredCtx.Get(), tex, rect, tlOrigin, bindIdx, color, depth);
if (clearDepth)
m_deferredCtx->ClearDepthStencilView(tex->m_dsv.Get(), D3D11_CLEAR_DEPTH, 0.0f, 0);
}
@@ -1244,6 +1228,43 @@ class D3D11DataFactory : public ID3DDataFactory, public GraphicsDataFactoryHead
std::unordered_map<uint64_t, std::unique_ptr<D3D11ShareableShader>> m_sharedShaders;
std::unordered_map<uint64_t, uint64_t> m_sourceToBinary;
float m_gamma = 1.f;
ObjToken<IShaderPipeline> m_gammaShader;
ObjToken<ITextureD> m_gammaLUT;
ObjToken<IGraphicsBufferS> m_gammaVBO;
ObjToken<IVertexFormat> m_gammaVFMT;
ObjToken<IShaderDataBinding> m_gammaBinding;
void SetupGammaResources()
{
commitTransaction([this](IGraphicsDataFactory::Context& ctx)
{
const VertexElementDescriptor vfmt[] = {
{nullptr, nullptr, VertexSemantic::Position4},
{nullptr, nullptr, VertexSemantic::UV4}
};
m_gammaVFMT = ctx.newVertexFormat(2, vfmt);
m_gammaShader = static_cast<Context&>(ctx).newShaderPipeline(GammaVS, GammaFS,
nullptr, nullptr, nullptr, m_gammaVFMT, BlendFactor::One, BlendFactor::Zero,
Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None);
m_gammaLUT = ctx.newDynamicTexture(256, 256, TextureFormat::I16, TextureClampMode::ClampToEdge);
setDisplayGamma(1.f);
const struct Vert {
float pos[4];
float uv[4];
} verts[4] = {
{{-1.f, 1.f, 0.f, 1.f}, {0.f, 0.f, 0.f, 0.f}},
{{ 1.f, 1.f, 0.f, 1.f}, {1.f, 0.f, 0.f, 0.f}},
{{-1.f, -1.f, 0.f, 1.f}, {0.f, 1.f, 0.f, 0.f}},
{{ 1.f, -1.f, 0.f, 1.f}, {1.f, 1.f, 0.f, 0.f}}
};
m_gammaVBO = ctx.newStaticBuffer(BufferUse::Vertex, verts, 32, 4);
ObjToken<ITexture> texs[] = {{}, m_gammaLUT.get()};
m_gammaBinding = ctx.newShaderDataBinding(m_gammaShader, m_gammaVFMT, m_gammaVBO.get(), {}, {},
0, nullptr, nullptr, 2, texs, nullptr, nullptr);
return true;
});
}
public:
D3D11DataFactory(IGraphicsContext* parent, D3D11Context* ctx)
: m_parent(parent), m_ctx(ctx)
@@ -1502,9 +1523,129 @@ public:
m_sharedShaders.erase(binKey);
}
void setDisplayGamma(float gamma) { /*UpdateGammaLUT(m_gammaLUT.get(), gamma);*/ }
void setDisplayGamma(float gamma)
{
if (m_ctx->m_fbFormat == DXGI_FORMAT_R16G16B16A16_FLOAT)
m_gamma = gamma * 2.2f;
else
m_gamma = gamma;
if (m_gamma != 1.f)
UpdateGammaLUT(m_gammaLUT.get(), m_gamma);
}
};
void D3D11CommandQueue::RenderingWorker(D3D11CommandQueue* self)
{
{
std::unique_lock<std::mutex> lk(self->m_initmt);
}
self->m_initcv.notify_one();
D3D11DataFactory* dataFactory = static_cast<D3D11DataFactory*>(self->m_parent->getDataFactory());
while (self->m_running)
{
{
std::unique_lock<std::mutex> lk(self->m_mt);
self->m_cv.wait(lk);
if (!self->m_running)
break;
self->m_drawBuf = self->m_completeBuf;
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
self->ProcessDynamicLoads(self->m_ctx->m_devCtx.Get());
if (self->m_texResizes.size())
{
for (const auto& resize : self->m_texResizes)
resize.first->resize(self->m_ctx, resize.second.first, resize.second.second);
self->m_texResizes.clear();
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsFSTransition)
{
if (self->m_windowCtx->m_fs)
{
self->m_windowCtx->m_swapChain->SetFullscreenState(true, nullptr);
self->m_windowCtx->m_swapChain->ResizeTarget(&self->m_windowCtx->m_fsdesc);
}
else
self->m_windowCtx->m_swapChain->SetFullscreenState(false, nullptr);
self->m_windowCtx->m_needsFSTransition = false;
CmdList.reset();
continue;
}
if (self->m_windowCtx->m_needsResize)
{
self->m_windowCtx->clearRTV();
self->m_windowCtx->m_swapChain->ResizeBuffers(2,
self->m_windowCtx->width, self->m_windowCtx->height,
self->m_ctx->m_fbFormat, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
self->m_windowCtx->setupRTV(self->m_windowCtx->m_swapChain, self->m_ctx->m_dev.Get());
self->m_windowCtx->m_needsResize = false;
CmdList.reset();
continue;
}
}
auto& CmdList = self->m_cmdLists[self->m_drawBuf];
ID3D11CommandList* list = CmdList.list.Get();
self->m_ctx->m_devCtx->ExecuteCommandList(list, false);
if (D3D11TextureR* csource = CmdList.workDoPresent.cast<D3D11TextureR>())
{
#ifndef NDEBUG
if (!csource->m_colorBindCount)
Log.report(logvisor::Fatal,
"texture provided to resolveDisplay() must have at least 1 color binding");
#endif
if (dataFactory->m_gamma != 1.f)
{
SWindowRect rect(0, 0, csource->m_width, csource->m_height);
self->_resolveBindTexture(self->m_ctx->m_devCtx.Get(), csource, rect, true, 0, true, false);
ID3D11RenderTargetView* rtv = self->m_windowCtx->m_swapChainRTV.Get();
self->m_ctx->m_devCtx->OMSetRenderTargets(1, &rtv, nullptr);
D3D11_VIEWPORT vp = {0.f, 0.f, FLOAT(csource->m_width), FLOAT(csource->m_height), 0.f, 1.f};
self->m_ctx->m_devCtx->RSSetViewports(1, &vp);
D3D11_RECT d3drect = {0, 0, LONG(csource->m_width), LONG(csource->m_height)};
self->m_ctx->m_devCtx->RSSetScissorRects(1, &d3drect);
ID3D11SamplerState* samp[] = {self->m_ctx->m_ss[0].Get(),
self->m_ctx->m_ss[1].Get(),
self->m_ctx->m_ss[2].Get()};
self->m_ctx->m_devCtx->PSSetSamplers(0, 3, samp);
D3D11ShaderDataBinding* gammaBinding = dataFactory->m_gammaBinding.cast<D3D11ShaderDataBinding>();
gammaBinding->m_texs[0].tex = CmdList.workDoPresent.get();
gammaBinding->bind(self->m_ctx->m_devCtx.Get(), self->m_drawBuf);
self->m_ctx->m_devCtx->Draw(4, 0);
gammaBinding->m_texs[0].tex.reset();
}
else
{
ComPtr<ID3D11Texture2D> dest = self->m_windowCtx->m_swapChainTex;
ID3D11Texture2D* src = csource->m_colorTex.Get();
if (csource->m_samples > 1)
self->m_ctx->m_devCtx->ResolveSubresource(dest.Get(), 0, src, 0, self->m_ctx->m_fbFormat);
else
self->m_ctx->m_devCtx->CopyResource(dest.Get(), src);
}
self->m_windowCtx->m_swapChain->Present(1, 0);
}
CmdList.reset();
}
}
void D3D11CommandQueue::startRenderer()
{
static_cast<D3D11DataFactory*>(m_parent->getDataFactory())->SetupGammaResources();
}
void D3D11CommandQueue::execute()
{
/* Finish command list */