gs-mipmapper: Early attempts at proper mipmap rendering

This class is an attempt at adding dynamic mipmapping support to OBS, which is lacking this feature. It is pretty much a hack until I figure out how to do it for both d3d11 and opengl and can make a PR for obs-studio to include this ability by default.
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2018-09-27 06:09:43 +02:00
parent 14b370a7a5
commit bc63696306
3 changed files with 212 additions and 142 deletions

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@ -201,6 +201,7 @@ SET(PROJECT_DATA_EFFECTS
"${PROJECT_SOURCE_DIR}/data/effects/displace.effect"
"${PROJECT_SOURCE_DIR}/data/effects/color-conversion.effect"
"${PROJECT_SOURCE_DIR}/data/effects/mip-mapper.effect"
"${PROJECT_SOURCE_DIR}/data/effects/mipgen.effect"
)
SET(PROJECT_DATA_SHADERS
# "${PROJECT_SOURCE_DIR}/data/shaders/name.effect"
@ -242,7 +243,8 @@ SET(PROJECT_PRIVATE
"${PROJECT_SOURCE_DIR}/source/gs-indexbuffer.h"
"${PROJECT_SOURCE_DIR}/source/gs-indexbuffer.cpp"
"${PROJECT_SOURCE_DIR}/source/gs-limits.h"
# "${PROJECT_SOURCE_DIR}/source/gs-mipmapper.h"
"${PROJECT_SOURCE_DIR}/source/gs-mipmapper.h"
"${PROJECT_SOURCE_DIR}/source/gs-mipmapper.cpp"
"${PROJECT_SOURCE_DIR}/source/gs-rendertarget.h"
"${PROJECT_SOURCE_DIR}/source/gs-rendertarget.cpp"
"${PROJECT_SOURCE_DIR}/source/gs-sampler.h"
@ -263,7 +265,6 @@ SET(PROJECT_PRIVATE
"${PROJECT_SOURCE_DIR}/source/util-math.cpp"
"${PROJECT_SOURCE_DIR}/source/util-memory.h"
"${PROJECT_SOURCE_DIR}/source/util-memory.cpp"
# "${PROJECT_SOURCE_DIR}/source/gs-mipmapper.cpp"
)
Source_Group("Data Files\\Locale" FILES ${PROJECT_DATA_LOCALE})
@ -350,13 +351,13 @@ If (WIN32)
NODRAWTEXT
NOGDI
NOKERNEL
NOUSER
#NOUSER
NONLS
NOMB
NOMEMMGR
NOMETAFILE
NOMINMAX
NOMSG
#NOMSG
NOOPENFILE
NOSCROLL
NOSERVICE

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@ -18,142 +18,200 @@
*/
#include "gs-mipmapper.h"
extern "C" {
#pragma warning(push)
#pragma warning(disable : 4201)
#include "libobs/obs.h"
#include "libobs/graphics/graphics.h"
#include <graphics/graphics.h>
#include <obs-module.h>
#include <obs.h>
#pragma warning(pop)
#if defined(WIN32) || defined(WIN64)
#include <windows.h>
#endif
}
#define MAX_LAYERS 16
// Here be dragons!
// This is to add support for mipmap generation which is by default not possible with libobs.
// OBS hides a ton of possible things from us, which we'd have to simulate - or just hack around.
struct graphics_subsystem {
void* module;
gs_device_t* device;
// No other fields required.
};
GS::MipMapper::MipMapper() : m_rt(GS_RGBA, GS_ZS_NONE), m_vb(65535) {
// Sub layers start here now.
float_t size = 0.5, offset = 0.0;
for (size_t layer = 0; layer < MAX_LAYERS; layer++) {
// Large Block
if (layer == 0) {
#if defined(WIN32) || defined(WIN64)
#include <d3d11.h>
#include <dxgi.h>
#include <util/windows/ComPtr.hpp>
// Slaughtered copy of d3d11-subsystem.hpp gs_device. We only need up to device and context, the rest is "unknown" to us.
struct gs_d3d11_device {
ComPtr<IDXGIFactory1> factory;
ComPtr<IDXGIAdapter1> adapter;
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
// No other fields required.
};
#endif
gs::mipmapper::~mipmapper()
{
GS::Vertex& v = m_vb.at(layer * 12);
vec3_set(&v.position, offset, offset, 0);
vec4_set(&v.uv[0], 0, 0, 0, 0);
vertexBuffer.reset();
renderTarget.reset();
effect.reset();
}
gs::mipmapper::mipmapper()
{
GS::Vertex& v = m_vb.at(layer * 12 + 1);
vec3_set(&v.position, offset + size, offset, 0);
vec4_set(&v.uv[0], 1, 0, 0, 0);
vertexBuffer = std::make_unique<gs::vertex_buffer>(6, 1);
auto v0 = vertexBuffer->at(0);
v0.position->x = 0;
v0.position->y = 0;
v0.uv[0]->x = 0;
v0.uv[0]->y = 0;
auto v1 = vertexBuffer->at(1);
auto v4 = vertexBuffer->at(4);
v4.position->x = v1.position->x = 1.0;
v4.position->y = v1.position->y = 0;
v4.uv[0]->x = v1.uv[0]->x = 1.0;
v4.uv[0]->y = v1.uv[0]->y = 0;
auto v2 = vertexBuffer->at(2);
auto v3 = vertexBuffer->at(3);
v3.position->x = v2.position->x = 0;
v3.position->y = v2.position->y = 1.0;
v3.uv[0]->x = v2.uv[0]->x = 0;
v3.uv[0]->y = v2.uv[0]->y = 1.0;
auto v5 = vertexBuffer->at(5);
v5.position->x = 1.0;
v5.position->y = 1.0;
v5.uv[0]->x = 1.0;
v5.uv[0]->y = 1.0;
vertexBuffer->update();
char* effect_file = obs_module_file("effects/mipgen.effect");
effect = std::make_unique<gs::effect>(effect_file);
bfree(effect_file);
}
void gs::mipmapper::rebuild(std::shared_ptr<gs::texture> texture,
gs::mipmapper::generator generator = gs::mipmapper::generator::Bilinear,
float_t strength = 1.0)
{
GS::Vertex& v = m_vb.at(layer * 12 + 2);
vec3_set(&v.position, offset + size, offset + size, 0);
vec4_set(&v.uv[0], 1, 1, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 3);
vec3_set(&v.position, offset, offset + size, 0);
vec4_set(&v.uv[0], 0, 1, 0, 0);
// Here be dragons! You have been warned.
// Do nothing if there is no texture given.
if (!texture) {
#ifdef _DEBUG
assert(!texture);
#endif
return;
}
obs_enter_graphics();
// Test if we actually need to recreate the render target for a different format.
bool recreate = false;
if (renderTarget) {
recreate = (texture->get_color_format() != renderTarget->get_color_format());
} else {
{
GS::Vertex& v = m_vb.at(layer * 12);
vec3_set(&v.position, offset, offset, 0);
vec4_set(&v.uv[0], offset - size * 2, offset - size * 2, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 1);
vec3_set(&v.position, offset + size, offset, 0);
vec4_set(&v.uv[0], offset, offset - size * 2, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 2);
vec3_set(&v.position, offset + size, offset + size, 0);
vec4_set(&v.uv[0], offset, offset, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 3);
vec3_set(&v.position, offset, offset + size, 0);
vec4_set(&v.uv[0], offset - size * 2, offset, 0, 0);
}
recreate = true;
}
if (layer != 0) {
// Horizontal Slice
{
GS::Vertex& v = m_vb.at(layer * 12 + 4);
vec3_set(&v.position, 0, offset, 0);
vec4_set(&v.uv[0], 0, offset - size, 0, 0);
// Re-create the render target if necessary.
if (recreate) {
renderTarget = std::make_unique<gs::rendertarget>(texture->get_color_format(), GS_ZS_NONE);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 5);
vec3_set(&v.position, size, offset, 0);
vec4_set(&v.uv[0], .5, offset - size, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 6);
vec3_set(&v.position, size, offset + size, 0);
vec4_set(&v.uv[0], .5, offset, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 7);
vec3_set(&v.position, 0, offset + size, 0);
vec4_set(&v.uv[0], 0, offset, 0, 0);
}
// Vertical Slice
{
GS::Vertex& v = m_vb.at(layer * 12 + 8);
vec3_set(&v.position, offset, 0, 0);
vec4_set(&v.uv[0], offset - size, 0, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 9);
vec3_set(&v.position, offset + size, 0, 0);
vec4_set(&v.uv[0], offset, 0, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 10);
vec3_set(&v.position, offset + size, size, 0);
vec4_set(&v.uv[0], offset, 0.5, 0, 0);
}
{
GS::Vertex& v = m_vb.at(layer * 12 + 11);
vec3_set(&v.position, offset, size, 0);
vec4_set(&v.uv[0], offset - size, 0.5, 0, 0);
}
}
offset += size;
size /= 2.0;
}
}
GS::MipMapper::~MipMapper() {}
gs_texture_t* GS::MipMapper::Render(gs_texture_t* intex) {
// Get Texture Size
uint32_t width = gs_texture_get_width(intex),
height = gs_texture_get_height(intex);
// Calculate total mipmap layers.
uint32_t layers = 1, size = height;
if (width > height) size = width;
layers = static_cast<uint32_t>(ceil(log(double_t(size)) / log(2.0)));
size = (uint32_t)pow(2, layers);
// Render
m_buf = GS::Texture(size, size, GS_RGBA, 1, nullptr, GS_DYNAMIC);
for (uint32_t layer = 0; layer < layers; layer++) {
try {
GS::RenderTargetOp op = m_rt.Render(size * 2, size * 2);
gs_load_vertexbuffer(m_vb.get());
gs_load_indexbuffer(nullptr);
gs_draw(gs_draw_mode::GS_TRIS, layer * 12, 12);
} catch (...) {
return intex;
}
gs_copy_texture(m_buf.GetObject(), m_rt.GetTextureObject());
graphics_t* ctx = gs_get_context();
gs_d3d11_device* dev = reinterpret_cast<gs_d3d11_device*>(ctx->device);
int device_type = gs_get_device_type();
void* obj = gs_texture_get_obj(texture->get_object());
std::string technique = "Draw";
switch (generator) {
case generator::Point:
technique = "Point";
break;
case generator::Linear:
technique = "Linear";
break;
case generator::Bilinear:
technique = "Bilinear";
break;
case generator::Sharpen:
technique = "Sharpen";
break;
case generator::Smoothen:
technique = "Smoothen";
break;
case generator::Bicubic:
technique = "Bicubic";
break;
case generator::Lanczos:
technique = "Lanczos";
break;
}
return m_buf.GetObject();
gs_load_vertexbuffer(vertexBuffer->update());
gs_load_indexbuffer(nullptr);
#if defined(WIN32) || defined(WIN64)
if (device_type == GS_DEVICE_DIRECT3D_11) {
// We definitely have a Direct3D11 resource.
if (texture->get_type() == gs::texture::type::Normal) {
D3D11_TEXTURE2D_DESC t2dsc;
ID3D11Texture2D* t2 = reinterpret_cast<ID3D11Texture2D*>(obj);
t2->GetDesc(&t2dsc);
// If we do not have any miplevels, just stop now.
if (t2dsc.MipLevels == 0) {
obs_leave_graphics();
return;
}
size_t texture_width = texture->get_width();
size_t texture_height = texture->get_height();
float_t texel_width = 1.0 / texture_width;
float_t texel_height = 1.0 / texture_height;
for (size_t mip = 1; mip < t2dsc.MipLevels; mip++) {
texture_width /= 2;
texture_height /= 2;
// Draw mipmap layer
{
auto op = renderTarget->render(texture_width, texture_height);
effect->get_parameter("image").set_texture(texture);
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, vertexBuffer->size());
}
}
// Copy
ID3D11Texture2D* rt =
reinterpret_cast<ID3D11Texture2D*>(gs_texture_get_obj(renderTarget->get_object()));
dev->context->CopySubresourceRegion(t2, mip, 0, 0, 0, rt, 0, nullptr);
}
}
}
#endif
if (device_type == GS_DEVICE_OPENGL) {
// This is an OpenGL resource.
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(nullptr);
obs_leave_graphics();
}

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@ -18,28 +18,39 @@
*/
#pragma once
#include "gs-vertexbuffer.h"
#include "gs-effect.h"
#include "gs-rendertarget.h"
#include "gs-texture.h"
#include "gs-vertexbuffer.h"
extern "C" {
#pragma warning(push)
#pragma warning(disable : 4201)
#include "libobs/graphics/graphics.h"
#include <graphics/graphics.h>
#pragma warning(pop)
}
namespace GS {
class MipMapper {
namespace gs {
class mipmapper {
std::unique_ptr<gs::vertex_buffer> vertexBuffer;
std::unique_ptr<gs::rendertarget> renderTarget;
std::unique_ptr<gs::effect> effect;
public:
MipMapper();
~MipMapper();
gs_texture_t* Render(gs_texture_t*);
private:
GS::VertexBuffer m_vb;
GS::RenderTarget m_rt;
GS::Texture m_buf;
enum class generator : uint8_t {
Point,
Linear,
Bilinear,
Sharpen,
Smoothen,
Bicubic,
Lanczos,
};
}
public:
~mipmapper();
mipmapper();
void rebuild(std::shared_ptr<gs::texture> texture, gs::mipmapper::generator generator, float_t strength);
};
} // namespace gs