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BlurFilter.cpp
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BlurFilter.cpp
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#include "BlurFilter.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
BlurFilter::BlurFilter(ID3D12Device* device, UINT width, UINT height, DXGI_FORMAT format)
: mD3Device(device), mWidth(width), mHeight(height), mFormat(format)
{
BuildResources();
SetGaussianWeights(2.5f);
}
UINT BlurFilter::DescriptorCount() const
{
return 4;
}
ID3D12Resource* BlurFilter::Output()
{
return mBlurMap0.Get();
}
CD3DX12_GPU_DESCRIPTOR_HANDLE BlurFilter::OutputSrv() const
{
return mBlur1GpuSrv;
}
void BlurFilter::BuildDescriptors(CD3DX12_CPU_DESCRIPTOR_HANDLE hCpuDesc,
CD3DX12_GPU_DESCRIPTOR_HANDLE hGpuDesc, UINT descSize)
{
mBlur0CpuSrv = hCpuDesc;
mBlur0CpuUav = hCpuDesc.Offset(1, descSize);
mBlur1CpuSrv = hCpuDesc.Offset(1, descSize);
mBlur1CpuUav = hCpuDesc.Offset(1, descSize);
mBlur0GpuSrv = hGpuDesc;
mBlur0GpuUav = hGpuDesc.Offset(1, descSize);
mBlur1GpuSrv = hGpuDesc.Offset(1, descSize);
mBlur1GpuUav = hGpuDesc.Offset(1, descSize);
BuildDescriptors();
}
void BlurFilter::OnResize(UINT newWidth, UINT newHeight)
{
if ((mWidth != newWidth) || (mHeight != newHeight))
{
mWidth = newWidth;
mHeight = newHeight;
BuildResources();
BuildDescriptors();
}
}
void BlurFilter::Execute(ID3D12GraphicsCommandList* cmdList,
ID3D12RootSignature* rootSig,
ID3D12PipelineState* horzBlurPSO,
ID3D12PipelineState* vertBlurPSO,
ID3D12Resource* input,
int blurCount)
{
int blurRadius = (int)mWeights.size() / 2;
cmdList->SetComputeRootSignature(rootSig);
cmdList->SetComputeRoot32BitConstants(0, 1, &blurRadius, 0);
cmdList->SetComputeRoot32BitConstants(0, (UINT)mWeights.size(), mWeights.data(), 1);
// Assumes we're rendering into backbuffer first and then copying from there. Could render directly into blurmap0?
// I guess this avoid messing with the pipeline; we just draw a fullscreen quad at the end of the process and so
// everything proceeds as usual.
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(input,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mBlurMap0.Get(),
D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_COPY_DEST));
cmdList->CopyResource(mBlurMap0.Get(), input);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mBlurMap0.Get(),
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_GENERIC_READ));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mBlurMap1.Get(),
D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
for (int i = 0; i < blurCount; ++i)
{
// Horizontal blur first
cmdList->SetPipelineState(horzBlurPSO);
cmdList->SetComputeRootDescriptorTable(1, mBlur0GpuSrv);
cmdList->SetComputeRootDescriptorTable(2, mBlur1GpuUav);
// We stick to 256 threads per group, so calculate how many groups we need to cover texture in x-dir
UINT numGroupsX = (UINT)ceilf(mWidth / 256.0f);
cmdList->Dispatch(numGroupsX, mHeight, 1);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mBlurMap1.Get(),
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_GENERIC_READ));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mBlurMap0.Get(),
D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
// Then a vertical pass
cmdList->SetPipelineState(vertBlurPSO);
// Be very careful with indexing here - UAV is expected in slot 2. apparently u/t registers are mixed (?)
cmdList->SetComputeRootDescriptorTable(1, mBlur1GpuSrv);
cmdList->SetComputeRootDescriptorTable(2, mBlur0GpuUav);
// Again, how many to dispatch to cover texture in y-dir
UINT numGroupsY = (UINT)ceilf(mHeight / 256.0f);
cmdList->Dispatch(mWidth, numGroupsY, 1);
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mBlurMap0.Get(),
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_GENERIC_READ));
cmdList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mBlurMap1.Get(),
D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_UNORDERED_ACCESS));
}
}
void BlurFilter::SetGaussianWeights(float sigma)
{
// Convenience
float sig2 = 2.0f * sigma * sigma;
// Halfwidthish
int blurRadius = (int)ceil(2.0f * sigma);
assert(blurRadius <= MaxBlurRadius);
mWeights.resize(2 * blurRadius + 1);
// For normalization
float weightsum = 0.0f;
// Calculate
for (int i = -blurRadius; i <= blurRadius; ++i)
{
float x = (float)i;
mWeights[i + blurRadius] = exp(-x * x / sig2);
weightsum += mWeights[i + blurRadius];
}
// Normalize
for (UINT i = 0; i < mWeights.size(); ++i)
{
mWeights[i] /= weightsum;
}
}
void BlurFilter::BuildDescriptors()
{
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = mFormat;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.Format = mFormat;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D.MipSlice = 0;
mD3Device->CreateShaderResourceView(mBlurMap0.Get(), &srvDesc, mBlur0CpuSrv);
mD3Device->CreateUnorderedAccessView(mBlurMap0.Get(), nullptr, &uavDesc, mBlur0CpuUav);
mD3Device->CreateShaderResourceView(mBlurMap1.Get(), &srvDesc, mBlur1CpuSrv);
mD3Device->CreateUnorderedAccessView(mBlurMap1.Get(), nullptr, &uavDesc, mBlur1CpuUav);
}
void BlurFilter::BuildResources()
{
D3D12_RESOURCE_DESC texDesc;
ZeroMemory(&texDesc, sizeof(D3D12_RESOURCE_DESC));
texDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
texDesc.Alignment = 0;
texDesc.Width = mWidth;
texDesc.Height = mHeight;
texDesc.DepthOrArraySize = 1;
texDesc.MipLevels = 1;
texDesc.Format = mFormat;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
ThrowIfFailed(mD3Device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&texDesc,
D3D12_RESOURCE_STATE_COMMON,
nullptr,
IID_PPV_ARGS(&mBlurMap0)));
ThrowIfFailed(mD3Device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&texDesc,
D3D12_RESOURCE_STATE_COMMON,
nullptr,
IID_PPV_ARGS(&mBlurMap1)));
}