gs-mipmapper: Implement actual mipmap generation

This enables full mipmapping support for textures with a shader view that allows accessing different mip levels. In order to access mip levels, you have to specify gs::texture:🎏:BuildMipMaps when creating the texture, as OBS currently forces the maximum mip level to 1 even if you actually have mip data available.
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2018-09-29 01:06:30 +02:00
parent c591902fea
commit 7c520ae9ee
2 changed files with 60 additions and 40 deletions

View File

@ -77,7 +77,7 @@ float4 PSSharpen(VertDataOut v_in) : TARGET
float4 PSSmoothen(VertDataOut v_in) : TARGET
{
// If we use bilinear and linear sampling, we can get away with just 4 total sampler queries.
// If we use linear sampling, we can get away with just 4 total sampler queries.
// However this is not a cheap implementation, it's just meant to be accurate so we do each sampler query and rely on the compiler.
float3 smoothKernel3 = float3(0.0574428, 0.0947072, 0.3914000);

View File

@ -181,57 +181,77 @@ void gs::mipmapper::rebuild(std::shared_ptr<gs::texture> source, std::shared_ptr
size_t texture_height = source->get_height();
float_t texel_width = 1.0 / texture_width;
float_t texel_height = 1.0 / texture_height;
size_t mip_levels = 1;
#if defined(WIN32) || defined(WIN64)
ID3D11Texture2D* target_t2;
ID3D11Texture2D* source_t2;
if (device_type == GS_DEVICE_DIRECT3D_11) {
// We definitely have a Direct3D11 resource.
D3D11_TEXTURE2D_DESC target_t2desc;
ID3D11Texture2D* target_t2 = reinterpret_cast<ID3D11Texture2D*>(tobj);
ID3D11Texture2D* source_t2 = reinterpret_cast<ID3D11Texture2D*>(sobj);
target_t2 = reinterpret_cast<ID3D11Texture2D*>(tobj);
source_t2 = reinterpret_cast<ID3D11Texture2D*>(sobj);
target_t2->GetDesc(&target_t2desc);
dev->context->CopySubresourceRegion(target_t2, 0, 0, 0, 0, source_t2, 0, nullptr);
// If we do not have any miplevels, just stop now.
if (target_t2desc.MipLevels == 1) {
obs_leave_graphics();
return;
}
for (size_t mip = 1; mip <= target_t2desc.MipLevels; mip++) {
texture_width /= 2;
texture_height /= 2;
texel_width *= 2;
texel_height *= 2;
// Draw mipmap layer
try {
auto op = render_target->render(texture_width, texture_height);
effect->get_parameter("image").set_texture(target);
effect->get_parameter("level").set_int(mip);
effect->get_parameter("imageTexel").set_float2(texel_width, texel_height);
effect->get_parameter("strength").set_float(strength);
while (gs_effect_loop(effect->get_object(), technique.c_str())) {
gs_draw(gs_draw_mode::GS_TRIS, 0, vertex_buffer->size());
}
} catch (...) {
P_LOG_ERROR("Failed to render mipmap layer.");
}
// Copy
ID3D11Texture2D* rt =
reinterpret_cast<ID3D11Texture2D*>(gs_texture_get_obj(render_target->get_object()));
uint32_t level = D3D11CalcSubresource(mip, 0, target_t2desc.MipLevels);
dev->context->CopySubresourceRegion(target_t2, level, 0, 0, 0, rt, 0, NULL);
}
mip_levels = target_t2desc.MipLevels;
}
#endif
if (device_type == GS_DEVICE_OPENGL) {
// This is an OpenGL resource.
}
// If we do not have any miplevels, just stop now.
if (mip_levels == 1) {
obs_leave_graphics();
return;
}
for (size_t mip = 1; mip < mip_levels; mip++) {
texture_width /= 2;
texture_height /= 2;
texel_width *= 2;
texel_height *= 2;
// Draw mipmap layer
try {
auto op = render_target->render(texture_width, texture_height);
gs_set_cull_mode(GS_NEITHER);
gs_reset_blend_state();
gs_blend_function_separate(gs_blend_type::GS_BLEND_ONE, gs_blend_type::GS_BLEND_ZERO,
gs_blend_type::GS_BLEND_ONE, gs_blend_type::GS_BLEND_ZERO);
gs_enable_depth_test(false);
gs_enable_stencil_test(false);
gs_enable_stencil_write(false);
gs_enable_color(true, true, true, true);
gs_ortho(0, 1, 0, 1, -1, 1);
vec4 black;
vec4_zero(&black);
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &black, 0, 0);
effect->get_parameter("image").set_texture(target);
effect->get_parameter("level").set_int(mip - 1);
effect->get_parameter("imageTexel").set_float2(texel_width, texel_height);
effect->get_parameter("strength").set_float(strength);
while (gs_effect_loop(effect->get_object(), technique.c_str())) {
gs_draw(gs_draw_mode::GS_TRIS, 0, vertex_buffer->size());
}
} catch (...) {
P_LOG_ERROR("Failed to render mipmap layer.");
}
#if defined(WIN32) || defined(WIN64)
if (device_type == GS_DEVICE_DIRECT3D_11) {
// Copy
ID3D11Texture2D* rt =
reinterpret_cast<ID3D11Texture2D*>(gs_texture_get_obj(render_target->get_object()));
uint32_t level = D3D11CalcSubresource(mip, 0, mip_levels);
dev->context->CopySubresourceRegion(target_t2, level, 0, 0, 0, rt, 0, NULL);
}
#endif
}
}
gs_load_indexbuffer(nullptr);