Add demos testing video (YUV / YCbCr) formats on D3D11, D3D12, Vulkan

This commit is contained in:
baldurk
2018-12-11 19:57:22 +00:00
parent b9f5ecaaa8
commit f8720b94af
6 changed files with 2278 additions and 0 deletions
+1
View File
@@ -12,6 +12,7 @@ set(VULKAN_SRC
vk/vk_overlay_test.cpp
vk/vk_secondary_cmdbuf.cpp
vk/vk_simple_triangle.cpp
vk/vk_video_textures.cpp
vk/vk_test.cpp
vk/vk_vs_max_desc_set.cpp)
@@ -0,0 +1,601 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d11_test.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
// **** WARNING **** //
// //
// When comparing to Vulkan tests, the order of channels in the data is *not* //
// necessarily the same - vulkan expects Y in G, Cb/U in B and Cr/V in R //
// consistently, where some of the D3D formats are a bit different. //
// //
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
struct D3D11_Video_Textures : D3D11GraphicsTest
{
static constexpr const char *Description = "Tests of YUV textures";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
#define MODE_RGB 0
#define MODE_YUV_DEFAULT 1
cbuffer cb : register(b0)
{
int2 dimensions;
uint2 downsampling;
int y_channel;
int u_channel;
int v_channel;
int mode;
};
Texture2D<float4> tex : register(t0);
Texture2D<float4> tex2 : register(t1);
float4 main(v2f IN) : SV_Target0
{
uint3 coord = uint3(IN.uv.xy * float2(dimensions.xy), 0);
bool use_second_y = false;
// detect interleaved 4:2:2.
// 4:2:0 will have downsampling.x == downsampling.y == 2,
// 4:4:4 will have downsampling.x == downsampling.y == 1
// planar formats will have one one channel >= 4 i.e. in the second texture.
if(downsampling.x > downsampling.y && y_channel < 4 && u_channel < 4 && v_channel < 4)
{
// if we're in an odd pixel, use second Y sample. See below
use_second_y = ((coord.x & 1u) != 0);
// downsample co-ordinates
coord.xy /= downsampling.xy;
}
float4 texvec = tex.Load(coord);
// if we've sampled interleaved YUYV, for odd x co-ords we use .z for luma
if(use_second_y)
texvec.x = texvec.z;
if(mode == MODE_RGB) return texvec;
coord = uint3(IN.uv.xy * float2(dimensions.xy), 0);
// downsample co-ordinates for second texture
coord.xy /= downsampling.xy;
float4 texvec2 = tex2.Load(coord);
float texdata[] = {
texvec.x, texvec.y, texvec.z, texvec.w,
texvec2.x, texvec2.y, texvec2.z, texvec2.w,
};
float Y = texdata[y_channel];
float U = texdata[u_channel];
float V = texdata[v_channel];
float A = float(texvec.w);
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float L = Y;
float Pb = U - 0.5f;
float Pr = V - 0.5f;
// these are just reversals of the equations below
float B = L + (Pb / 0.5f) * (1 - Kb);
float R = L + (Pr / 0.5f) * (1 - Kr);
float G = (L - Kr * R - Kb * B) / (1.0f - Kr - Kb);
return float4(R, G, B, A);
}
)EOSHADER";
struct YUVPixel
{
uint16_t Y, Cb, Cr, A;
};
// we use a plain un-scaled un-offsetted direct conversion
YUVPixel RGB2YUV(uint32_t rgba)
{
uint32_t r = rgba & 0xff;
uint32_t g = (rgba >> 8) & 0xff;
uint32_t b = (rgba >> 16) & 0xff;
uint16_t a = (rgba >> 24) & 0xff;
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float R = float(r) / 255.0f;
float G = float(g) / 255.0f;
float B = float(b) / 255.0f;
// calculate as floats since we're not concerned with performance here
float L = Kr * R + Kb * B + (1.0f - Kr - Kb) * G;
float Pb = ((B - L) / (1 - Kb)) * 0.5f;
float Pr = ((R - L) / (1 - Kr)) * 0.5f;
float fA = float(a) / 255.0f;
uint16_t Y = (uint16_t)(L * 65536.0f);
uint16_t Cb = (uint16_t)((Pb + 0.5f) * 65536.0f);
uint16_t Cr = (uint16_t)((Pr + 0.5f) * 65536.0f);
uint16_t A = (uint16_t)(fA * 65535.0f);
return {Y, Cb, Cr, A};
}
struct TextureData
{
const wchar_t *name;
ID3D11ShaderResourceViewPtr views[2];
Vec4i config[2];
};
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
const DefaultA2V verts[4] = {
{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)},
{Vec3f(1.0f, 1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
std::vector<byte> yuv8;
std::vector<uint16_t> yuv16;
yuv8.reserve(rgba8.data.size() * 4);
yuv16.reserve(rgba8.data.size() * 4);
for(uint32_t y = 0; y < rgba8.height; y++)
{
for(uint32_t x = 0; x < rgba8.width; x++)
{
YUVPixel p = RGB2YUV(rgba8.data[y * rgba8.width + x]);
yuv16.push_back(p.Cb);
yuv16.push_back(p.Y);
yuv16.push_back(p.Cr);
yuv16.push_back(p.A);
yuv8.push_back(p.Cr >> 8);
yuv8.push_back(p.Cb >> 8);
yuv8.push_back(p.Y >> 8);
yuv8.push_back(p.A >> 8);
}
}
UINT reqsupp = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_SHADER_LOAD;
TextureData textures[20] = {};
size_t texidx = 0;
auto make_tex = [&](const wchar_t *name, uint32_t subsampling, DXGI_FORMAT texFmt,
DXGI_FORMAT viewFmt, DXGI_FORMAT view2Fmt, Vec4i config, void *data,
UINT rowPitch) {
UINT supp = 0;
dev->CheckFormatSupport(texFmt, &supp);
{
TEST_LOG("%ls supports:", name);
if(supp == 0)
TEST_LOG(" - NONE");
#define CHECK_SUPP(s) \
if(supp & D3D11_FORMAT_SUPPORT_##s) \
TEST_LOG(" - " #s);
CHECK_SUPP(BUFFER)
CHECK_SUPP(IA_VERTEX_BUFFER)
CHECK_SUPP(IA_INDEX_BUFFER)
CHECK_SUPP(SO_BUFFER)
CHECK_SUPP(TEXTURE1D)
CHECK_SUPP(TEXTURE2D)
CHECK_SUPP(TEXTURE3D)
CHECK_SUPP(TEXTURECUBE)
CHECK_SUPP(SHADER_LOAD)
CHECK_SUPP(SHADER_SAMPLE)
CHECK_SUPP(SHADER_SAMPLE_COMPARISON)
CHECK_SUPP(SHADER_SAMPLE_MONO_TEXT)
CHECK_SUPP(MIP)
CHECK_SUPP(MIP_AUTOGEN)
CHECK_SUPP(RENDER_TARGET)
CHECK_SUPP(BLENDABLE)
CHECK_SUPP(DEPTH_STENCIL)
CHECK_SUPP(CPU_LOCKABLE)
CHECK_SUPP(MULTISAMPLE_RESOLVE)
CHECK_SUPP(DISPLAY)
CHECK_SUPP(CAST_WITHIN_BIT_LAYOUT)
CHECK_SUPP(MULTISAMPLE_RENDERTARGET)
CHECK_SUPP(MULTISAMPLE_LOAD)
CHECK_SUPP(SHADER_GATHER)
CHECK_SUPP(BACK_BUFFER_CAST)
CHECK_SUPP(TYPED_UNORDERED_ACCESS_VIEW)
CHECK_SUPP(SHADER_GATHER_COMPARISON)
CHECK_SUPP(DECODER_OUTPUT)
CHECK_SUPP(VIDEO_PROCESSOR_OUTPUT)
CHECK_SUPP(VIDEO_PROCESSOR_INPUT)
CHECK_SUPP(VIDEO_ENCODER)
}
uint32_t horizDownsampleFactor = ((subsampling % 100) / 10);
uint32_t vertDownsampleFactor = (subsampling % 10);
// 4:4:4
if(horizDownsampleFactor == 4 && vertDownsampleFactor == 4)
{
horizDownsampleFactor = vertDownsampleFactor = 1;
}
// 4:2:2
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 2)
{
vertDownsampleFactor = 1;
}
// 4:2:0
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 0)
{
vertDownsampleFactor = 2;
}
else
{
TEST_FATAL("Unhandled subsampling %d", subsampling);
}
if((supp & reqsupp) == reqsupp)
{
ID3D11Texture2DPtr tex = MakeTexture(texFmt, rgba8.width, rgba8.height).Mips(1).SRV();
// discard the resource when possible, this makes renderdoc treat it as dirty
if(ctx1)
ctx1->DiscardResource(tex);
ctx->UpdateSubresource(tex, 0, NULL, data, rowPitch, 0);
ID3D11ShaderResourceViewPtr view = MakeSRV(tex).Format(viewFmt);
ID3D11ShaderResourceViewPtr view2;
if(view2Fmt != DXGI_FORMAT_UNKNOWN)
view2 = MakeSRV(tex).Format(view2Fmt);
textures[texidx] = {
name,
{view, view2},
{Vec4i(rgba8.width, rgba8.height, horizDownsampleFactor, vertDownsampleFactor), config},
};
}
texidx++;
};
#define MAKE_TEX(sampling, texFmt, viewFmt, config, data_vector, stride) \
make_tex(L#texFmt, sampling, texFmt, viewFmt, DXGI_FORMAT_UNKNOWN, config, data_vector.data(), \
stride);
#define MAKE_TEX2(sampling, texFmt, viewFmt, view2Fmt, config, data_vector, stride) \
make_tex(L#texFmt, sampling, texFmt, viewFmt, view2Fmt, config, data_vector.data(), stride);
MAKE_TEX(444, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 0, 0, 0),
rgba8.data, rgba8.width * 4);
TEST_ASSERT(textures[0].views[0], "Expect RGBA8 to always work");
MAKE_TEX(444, DXGI_FORMAT_AYUV, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(2, 1, 0, 1), yuv8,
rgba8.width * 4);
MAKE_TEX(444, DXGI_FORMAT_Y416, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(1, 0, 2, 1), yuv16,
rgba8.width * 8);
///////////////////////////////////////
// 4:4:4 10-bit, special case
///////////////////////////////////////
{
std::vector<uint32_t> y410;
y410.reserve(rgba8.data.size());
const uint16_t *in = yuv16.data();
// pack down from 16-bit data
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const uint16_t U = in[0] >> 6;
const uint16_t Y = in[1] >> 6;
const uint16_t V = in[2] >> 6;
const uint16_t A = in[3] >> 14;
in += 4;
y410.push_back(uint32_t(A) << 30 | uint32_t(V) << 20 | uint32_t(Y) << 10 | uint32_t(U));
}
MAKE_TEX(444, DXGI_FORMAT_Y410, DXGI_FORMAT_R10G10B10A2_UNORM, Vec4i(1, 0, 2, 1), y410,
rgba8.width * 4);
}
///////////////////////////////////////
// 4:2:2
///////////////////////////////////////
{
std::vector<byte> yuy2;
yuy2.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
yuy2.push_back(in[2 + 0]);
// avg(u0, u1)
yuy2.push_back(byte((uint16_t(in[1 + 0]) + uint16_t(in[1 + 4])) >> 1));
// y1
yuy2.push_back(in[2 + 4]);
// avg(v0, v1)
yuy2.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX(422, DXGI_FORMAT_YUY2, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 1, 3, 2), yuy2,
rgba8.width * 2);
}
{
std::vector<byte> p208;
p208.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
p208.push_back(in[1]);
in += 4;
}
in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// avg(u0, u1)
p208.push_back(byte((uint16_t(in[2 + 0]) + uint16_t(in[2 + 4])) >> 1));
// avg(v0, v1)
p208.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX2(422, DXGI_FORMAT_P208, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), p208, rgba8.width);
}
{
std::vector<uint16_t> y216;
y216.reserve(yuv16.size());
const uint16_t *in = yuv16.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
y216.push_back(in[1 + 0]);
// avg(u0, u1)
y216.push_back(uint16_t((uint32_t(in[0 + 0]) + uint32_t(in[0 + 4])) >> 1));
// y1
y216.push_back(in[1 + 4]);
// avg(v0, v1)
y216.push_back(uint16_t((uint32_t(in[2 + 0]) + uint32_t(in[2 + 4])) >> 1));
in += 8;
}
// we can re-use the same data for Y010 and Y016 as they share a format (with different bits)
MAKE_TEX(422, DXGI_FORMAT_Y210, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 2), y216,
rgba8.width * 4);
MAKE_TEX(422, DXGI_FORMAT_Y216, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 2), y216,
rgba8.width * 4);
}
{
std::vector<byte> nv12;
nv12.reserve(rgba8.data.size());
{
const byte *in = yuv8.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const byte Y = in[2];
in += 4;
nv12.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const byte *in = yuv8.data() + rgba8.width * 4 * row;
const byte *in2 = yuv8.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint16_t Ua = in[1 + 0];
const uint16_t Ub = in[1 + 4];
const uint16_t Uc = in2[1 + 0];
const uint16_t Ud = in2[1 + 4];
const uint16_t Va = in[0 + 0];
const uint16_t Vb = in[0 + 4];
const uint16_t Vc = in2[0 + 0];
const uint16_t Vd = in2[0 + 4];
// midpoint average sample
uint16_t U = (Ua + Ub + Uc + Ud) >> 2;
uint16_t V = (Va + Vb + Vc + Vd) >> 2;
in += 8;
in2 += 8;
nv12.push_back(byte(U));
nv12.push_back(byte(V));
}
}
MAKE_TEX2(420, DXGI_FORMAT_NV12, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), nv12, rgba8.width);
}
{
std::vector<uint16_t> p016;
p016.reserve(rgba8.data.size() * 2);
{
const uint16_t *in = yuv16.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const uint16_t Y = in[1];
in += 4;
p016.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const uint16_t *in = yuv16.data() + rgba8.width * 4 * row;
const uint16_t *in2 = yuv16.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint32_t Ua = in[0 + 0];
const uint32_t Ub = in[0 + 4];
const uint32_t Uc = in2[0 + 0];
const uint32_t Ud = in2[0 + 4];
const uint32_t Va = in[2 + 0];
const uint32_t Vb = in[2 + 4];
const uint32_t Vc = in2[2 + 0];
const uint32_t Vd = in2[2 + 4];
// midpoint average sample
uint32_t U = (Ua + Ub + Uc + Ud) / 4;
uint32_t V = (Va + Vb + Vc + Vd) / 4;
in += 8;
in2 += 8;
p016.push_back(uint16_t(U & 0xffff));
p016.push_back(uint16_t(V & 0xffff));
}
}
// we can re-use the same data for P010 and P016 as they share a format (with different bits)
MAKE_TEX2(420, DXGI_FORMAT_P010, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM,
Vec4i(0, 4, 5, 1), p016, rgba8.width * 2);
MAKE_TEX2(420, DXGI_FORMAT_P016, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM,
Vec4i(0, 4, 5, 1), p016, rgba8.width * 2);
}
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(verts);
ID3D11BufferPtr cb = MakeBuffer().Constant().Size(sizeof(Vec4i) * 2);
// don't do sRGB conversion, as we won't in the shader either
ID3D11RenderTargetViewPtr bbDirectRTV = MakeRTV(bbTex).Format(DXGI_FORMAT_R8G8B8A8_UNORM);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
ctx->OMSetRenderTargets(1, &bbDirectRTV.GetInterfacePtr(), NULL);
float x = 1.0f, y = 1.0f;
const float w = 48.0f, h = 48.0f;
for(size_t i = 0; i < ARRAY_COUNT(textures); i++)
{
TextureData &tex = textures[i];
if(tex.views[0])
{
if(annot)
annot->SetMarker(tex.name);
ctx->UpdateSubresource(cb, 0, NULL, tex.config, sizeof(tex.config), sizeof(tex.config));
RSSetViewport({x, y, w, h, 0.0f, 1.0f});
ctx->PSSetShaderResources(0, 2, (ID3D11ShaderResourceView **)tex.views);
ctx->Draw(4, 0);
}
x += 50.0f;
if(x + 1.0f >= (float)screenWidth)
{
x = 1.0f;
y += 50.0f;
}
}
Present();
}
return 0;
}
};
REGISTER_TEST(D3D11_Video_Textures);
@@ -0,0 +1,703 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d12_test.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
// **** WARNING **** //
// //
// When comparing to Vulkan tests, the order of channels in the data is *not* //
// necessarily the same - vulkan expects Y in G, Cb/U in B and Cr/V in R //
// consistently, where some of the D3D formats are a bit different. //
// //
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
struct D3D12_Video_Textures : D3D12GraphicsTest
{
static constexpr const char *Description = "Tests of YUV textures";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
#define MODE_RGB 0
#define MODE_YUV_DEFAULT 1
cbuffer cb : register(b0)
{
int2 dimensions;
uint2 downsampling;
int y_channel;
int u_channel;
int v_channel;
int mode;
};
Texture2D<float4> tex : register(t0);
Texture2D<float4> tex2 : register(t1);
float4 main(v2f IN) : SV_Target0
{
uint3 coord = uint3(IN.uv.xy * float2(dimensions.xy), 0);
bool use_second_y = false;
// detect interleaved 4:2:2.
// 4:2:0 will have downsampling.x == downsampling.y == 2,
// 4:4:4 will have downsampling.x == downsampling.y == 1
// planar formats will have one one channel >= 4 i.e. in the second texture.
if(downsampling.x > downsampling.y && y_channel < 4 && u_channel < 4 && v_channel < 4)
{
// if we're in an odd pixel, use second Y sample. See below
use_second_y = ((coord.x & 1u) != 0);
// downsample co-ordinates
coord.xy /= downsampling.xy;
}
float4 texvec = tex.Load(coord);
// if we've sampled interleaved YUYV, for odd x co-ords we use .z for luma
if(use_second_y)
texvec.x = texvec.z;
if(mode == MODE_RGB) return texvec;
coord = uint3(IN.uv.xy * float2(dimensions.xy), 0);
// downsample co-ordinates for second texture
coord.xy /= downsampling.xy;
float4 texvec2 = tex2.Load(coord);
float texdata[] = {
texvec.x, texvec.y, texvec.z, texvec.w,
texvec2.x, texvec2.y, texvec2.z, texvec2.w,
};
float Y = texdata[y_channel];
float U = texdata[u_channel];
float V = texdata[v_channel];
float A = float(texvec.w);
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float L = Y;
float Pb = U - 0.5f;
float Pr = V - 0.5f;
// these are just reversals of the equations below
float B = L + (Pb / 0.5f) * (1 - Kb);
float R = L + (Pr / 0.5f) * (1 - Kr);
float G = (L - Kr * R - Kb * B) / (1.0f - Kr - Kb);
return float4(R, G, B, A);
}
)EOSHADER";
struct YUVPixel
{
uint16_t Y, Cb, Cr, A;
};
// we use a plain un-scaled un-offsetted direct conversion
YUVPixel RGB2YUV(uint32_t rgba)
{
uint32_t r = rgba & 0xff;
uint32_t g = (rgba >> 8) & 0xff;
uint32_t b = (rgba >> 16) & 0xff;
uint16_t a = (rgba >> 24) & 0xff;
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float R = float(r) / 255.0f;
float G = float(g) / 255.0f;
float B = float(b) / 255.0f;
// calculate as floats since we're not concerned with performance here
float L = Kr * R + Kb * B + (1.0f - Kr - Kb) * G;
float Pb = ((B - L) / (1 - Kb)) * 0.5f;
float Pr = ((R - L) / (1 - Kr)) * 0.5f;
float fA = float(a) / 255.0f;
uint16_t Y = (uint16_t)(L * 65536.0f);
uint16_t Cb = (uint16_t)((Pb + 0.5f) * 65536.0f);
uint16_t Cr = (uint16_t)((Pr + 0.5f) * 65536.0f);
uint16_t A = (uint16_t)(fA * 65535.0f);
return {Y, Cb, Cr, A};
}
struct TextureData
{
ID3D12ResourcePtr tex;
const char *name;
D3D12_GPU_DESCRIPTOR_HANDLE views;
ID3D12ResourcePtr cb;
};
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
const DefaultA2V verts[4] = {
{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)},
{Vec3f(1.0f, 1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
std::vector<byte> yuv8;
std::vector<uint16_t> yuv16;
yuv8.reserve(rgba8.data.size() * 4);
yuv16.reserve(rgba8.data.size() * 4);
for(uint32_t y = 0; y < rgba8.height; y++)
{
for(uint32_t x = 0; x < rgba8.width; x++)
{
YUVPixel p = RGB2YUV(rgba8.data[y * rgba8.width + x]);
yuv16.push_back(p.Cb);
yuv16.push_back(p.Y);
yuv16.push_back(p.Cr);
yuv16.push_back(p.A);
yuv8.push_back(p.Cr >> 8);
yuv8.push_back(p.Cb >> 8);
yuv8.push_back(p.Y >> 8);
yuv8.push_back(p.A >> 8);
}
}
UINT reqsupp = D3D12_FORMAT_SUPPORT1_TEXTURE2D | D3D12_FORMAT_SUPPORT1_SHADER_LOAD;
TextureData textures[20] = {};
uint32_t texidx = 0;
ID3D12ResourcePtr uploadBuf = MakeBuffer().Upload().Size(rgba8.width * rgba8.height * 16);
auto make_tex = [&](const char *name, uint32_t subsampling, DXGI_FORMAT texFmt,
DXGI_FORMAT viewFmt, DXGI_FORMAT view2Fmt, Vec4i config, void *data) {
D3D12_FEATURE_DATA_FORMAT_SUPPORT supp = {};
supp.Format = texFmt;
dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &supp, sizeof(supp));
{
TEST_LOG("%s supports:", name);
if(supp.Support1 == 0)
TEST_LOG(" - NONE");
#define CHECK_SUPP(s) \
if(supp.Support1 & D3D12_FORMAT_SUPPORT1_##s) \
TEST_LOG(" - " #s);
CHECK_SUPP(BUFFER)
CHECK_SUPP(IA_VERTEX_BUFFER)
CHECK_SUPP(IA_INDEX_BUFFER)
CHECK_SUPP(SO_BUFFER)
CHECK_SUPP(TEXTURE1D)
CHECK_SUPP(TEXTURE2D)
CHECK_SUPP(TEXTURE3D)
CHECK_SUPP(TEXTURECUBE)
CHECK_SUPP(SHADER_LOAD)
CHECK_SUPP(SHADER_SAMPLE)
CHECK_SUPP(SHADER_SAMPLE_COMPARISON)
CHECK_SUPP(SHADER_SAMPLE_MONO_TEXT)
CHECK_SUPP(MIP)
CHECK_SUPP(RENDER_TARGET)
CHECK_SUPP(BLENDABLE)
CHECK_SUPP(DEPTH_STENCIL)
CHECK_SUPP(MULTISAMPLE_RESOLVE)
CHECK_SUPP(DISPLAY)
CHECK_SUPP(CAST_WITHIN_BIT_LAYOUT)
CHECK_SUPP(MULTISAMPLE_RENDERTARGET)
CHECK_SUPP(MULTISAMPLE_LOAD)
CHECK_SUPP(SHADER_GATHER)
CHECK_SUPP(BACK_BUFFER_CAST)
CHECK_SUPP(TYPED_UNORDERED_ACCESS_VIEW)
CHECK_SUPP(SHADER_GATHER_COMPARISON)
CHECK_SUPP(DECODER_OUTPUT)
CHECK_SUPP(VIDEO_PROCESSOR_OUTPUT)
CHECK_SUPP(VIDEO_PROCESSOR_INPUT)
CHECK_SUPP(VIDEO_ENCODER)
}
uint32_t horizDownsampleFactor = ((subsampling % 100) / 10);
uint32_t vertDownsampleFactor = (subsampling % 10);
// 4:4:4
if(horizDownsampleFactor == 4 && vertDownsampleFactor == 4)
{
horizDownsampleFactor = vertDownsampleFactor = 1;
}
// 4:2:2
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 2)
{
vertDownsampleFactor = 1;
}
// 4:2:0
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 0)
{
vertDownsampleFactor = 2;
}
else
{
TEST_FATAL("Unhandled subsampling %d", subsampling);
}
if((supp.Support1 & reqsupp) == reqsupp)
{
ID3D12ResourcePtr tex = MakeTexture(texFmt, rgba8.width, rgba8.height)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
Vec4i cbdata[2] = {
Vec4i(rgba8.width, rgba8.height, horizDownsampleFactor, vertDownsampleFactor), config,
};
ID3D12ResourcePtr cb = MakeBuffer().Data(cbdata);
D3D12_FEATURE_DATA_FORMAT_INFO info;
info.Format = texFmt;
dev->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &info, sizeof(info));
UINT numPlanes = info.PlaneCount;
TEST_ASSERT(numPlanes <= 2, "Don't support 3-plane textures");
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layouts[2] = {};
UINT numrows[2] = {};
UINT64 rowsizes[2] = {};
UINT64 totalbytes = 0;
D3D12_RESOURCE_DESC desc = tex->GetDesc();
dev->GetCopyableFootprints(&desc, 0, numPlanes, 0, layouts, numrows, rowsizes, &totalbytes);
TEST_ASSERT(totalbytes <= rgba8.width * rgba8.height * 16,
"Upload buffer is not big enough");
{
byte *srcptr = (byte *)data;
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
for(UINT i = 0; i < numPlanes; i++)
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = tex;
dst.SubresourceIndex = i;
byte *dstptr = mapptr + layouts[i].Offset;
for(UINT row = 0; row < numrows[i]; row++)
{
memcpy(dstptr, srcptr, rowsizes[i]);
srcptr += rowsizes[i];
dstptr += layouts[i].Footprint.RowPitch;
}
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layouts[i];
// copy buffer into this array slice
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
// this slice now needs to be in shader-read to copy to the MSAA texture
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = tex;
b.Transition.Subresource = i;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = cb;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
cmd->ResourceBarrier(1, &b);
cmd->Close();
D3D12_RANGE range = {0, (SIZE_T)totalbytes};
uploadBuf->Unmap(0, &range);
Submit({cmd});
GPUSync();
}
D3D12_GPU_DESCRIPTOR_HANDLE view =
MakeSRV(tex).Format(viewFmt).PlaneSlice(0).CreateGPU(texidx * 2 + 0);
// don't need to keep this handle, it's in the same 'table' as above
if(view2Fmt != DXGI_FORMAT_UNKNOWN)
{
MakeSRV(tex).Format(view2Fmt).PlaneSlice(1).CreateGPU(texidx * 2 + 1);
}
else
{
// Create dummy descriptor
D3D12_CPU_DESCRIPTOR_HANDLE cpu = m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart();
cpu.ptr += dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) *
(texidx * 2 + 1);
D3D12_SHADER_RESOURCE_VIEW_DESC dummydesc = {};
dummydesc.Format = viewFmt;
dummydesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
dummydesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
dummydesc.Texture2D.MipLevels = 1;
dev->CreateShaderResourceView(NULL, &dummydesc, cpu);
}
textures[texidx] = {tex, name, view, cb};
}
texidx++;
};
#define MAKE_TEX(sampling, texFmt, viewFmt, config, data_vector) \
make_tex(#texFmt, sampling, texFmt, viewFmt, DXGI_FORMAT_UNKNOWN, config, data_vector.data());
#define MAKE_TEX2(sampling, texFmt, viewFmt, view2Fmt, config, data_vector) \
make_tex(#texFmt, sampling, texFmt, viewFmt, view2Fmt, config, data_vector.data());
MAKE_TEX(444, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 0, 0, 0),
rgba8.data);
TEST_ASSERT(textures[0].views.ptr, "Expect RGBA8 to always work");
MAKE_TEX(444, DXGI_FORMAT_AYUV, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(2, 1, 0, 1), yuv8);
MAKE_TEX(444, DXGI_FORMAT_Y416, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(1, 0, 2, 1), yuv16);
///////////////////////////////////////
// 4:4:4 10-bit, special case
///////////////////////////////////////
{
std::vector<uint32_t> y410;
y410.reserve(rgba8.data.size());
const uint16_t *in = yuv16.data();
// pack down from 16-bit data
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const uint16_t U = in[0] >> 6;
const uint16_t Y = in[1] >> 6;
const uint16_t V = in[2] >> 6;
const uint16_t A = in[3] >> 14;
in += 4;
y410.push_back(uint32_t(A) << 30 | uint32_t(V) << 20 | uint32_t(Y) << 10 | uint32_t(U));
}
MAKE_TEX(444, DXGI_FORMAT_Y410, DXGI_FORMAT_R10G10B10A2_UNORM, Vec4i(1, 0, 2, 1), y410);
}
///////////////////////////////////////
// 4:2:2
///////////////////////////////////////
{
std::vector<byte> yuy2;
yuy2.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
yuy2.push_back(in[2 + 0]);
// avg(u0, u1)
yuy2.push_back(byte((uint16_t(in[1 + 0]) + uint16_t(in[1 + 4])) >> 1));
// y1
yuy2.push_back(in[2 + 4]);
// avg(v0, v1)
yuy2.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX(422, DXGI_FORMAT_YUY2, DXGI_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 1, 3, 1), yuy2);
}
{
std::vector<byte> p208;
p208.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
p208.push_back(in[1]);
in += 4;
}
in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// avg(u0, u1)
p208.push_back(byte((uint16_t(in[2 + 0]) + uint16_t(in[2 + 4])) >> 1));
// avg(v0, v1)
p208.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX2(422, DXGI_FORMAT_P208, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), p208);
}
{
std::vector<uint16_t> y216;
y216.reserve(yuv16.size());
const uint16_t *in = yuv16.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
y216.push_back(in[1 + 0]);
// avg(u0, u1)
y216.push_back(uint16_t((uint32_t(in[0 + 0]) + uint32_t(in[0 + 4])) >> 1));
// y1
y216.push_back(in[1 + 4]);
// avg(v0, v1)
y216.push_back(uint16_t((uint32_t(in[2 + 0]) + uint32_t(in[2 + 4])) >> 1));
in += 8;
}
// we can re-use the same data for Y010 and Y016 as they share a format (with different bits)
MAKE_TEX(422, DXGI_FORMAT_Y210, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 1), y216);
MAKE_TEX(422, DXGI_FORMAT_Y216, DXGI_FORMAT_R16G16B16A16_UNORM, Vec4i(0, 1, 3, 1), y216);
}
{
std::vector<byte> nv12;
nv12.reserve(rgba8.data.size());
{
const byte *in = yuv8.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const byte Y = in[2];
in += 4;
nv12.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const byte *in = yuv8.data() + rgba8.width * 4 * row;
const byte *in2 = yuv8.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint16_t Ua = in[1 + 0];
const uint16_t Ub = in[1 + 4];
const uint16_t Uc = in2[1 + 0];
const uint16_t Ud = in2[1 + 4];
const uint16_t Va = in[0 + 0];
const uint16_t Vb = in[0 + 4];
const uint16_t Vc = in2[0 + 0];
const uint16_t Vd = in2[0 + 4];
// midpoint average sample
uint16_t U = (Ua + Ub + Uc + Ud) >> 2;
uint16_t V = (Va + Vb + Vc + Vd) >> 2;
in += 8;
in2 += 8;
nv12.push_back(byte(U));
nv12.push_back(byte(V));
}
}
MAKE_TEX2(420, DXGI_FORMAT_NV12, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), nv12);
}
{
std::vector<uint16_t> p016;
p016.reserve(rgba8.data.size() * 2);
{
const uint16_t *in = yuv16.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const uint16_t Y = in[1];
in += 4;
p016.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const uint16_t *in = yuv16.data() + rgba8.width * 4 * row;
const uint16_t *in2 = yuv16.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint32_t Ua = in[0 + 0];
const uint32_t Ub = in[0 + 4];
const uint32_t Uc = in2[0 + 0];
const uint32_t Ud = in2[0 + 4];
const uint32_t Va = in[2 + 0];
const uint32_t Vb = in[2 + 4];
const uint32_t Vc = in2[2 + 0];
const uint32_t Vd = in2[2 + 4];
// midpoint average sample
uint32_t U = (Ua + Ub + Uc + Ud) / 4;
uint32_t V = (Va + Vb + Vc + Vd) / 4;
in += 8;
in2 += 8;
p016.push_back(uint16_t(U & 0xffff));
p016.push_back(uint16_t(V & 0xffff));
}
}
// we can re-use the same data for P010 and P016 as they share a format (with different bits)
MAKE_TEX2(420, DXGI_FORMAT_P010, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM,
Vec4i(0, 4, 5, 1), p016);
MAKE_TEX2(420, DXGI_FORMAT_P016, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16G16_UNORM,
Vec4i(0, 4, 5, 1), p016);
}
ID3D12ResourcePtr vb = MakeBuffer().Data(verts);
ID3D12RootSignaturePtr sig = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 2),
});
ID3D12PipelineStatePtr pso =
MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs({DXGI_FORMAT_R8G8B8A8_UNORM});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
// don't do sRGB conversion, as we won't in the shader either
D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM).CreateCPU(0);
OMSetRenderTargets(cmd, {rtv}, {});
ClearRenderTargetView(cmd, rtv, {0.4f, 0.5f, 0.6f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
float x = 1.0f, y = 1.0f;
const float w = 48.0f, h = 48.0f;
for(size_t i = 0; i < ARRAY_COUNT(textures); i++)
{
TextureData &tex = textures[i];
if(tex.views.ptr)
{
cmd->SetMarker(1, tex.name, UINT(strlen(tex.name) + 1));
cmd->SetGraphicsRootConstantBufferView(0, tex.cb->GetGPUVirtualAddress());
cmd->SetGraphicsRootDescriptorTable(1, tex.views);
RSSetViewport(cmd, {x, y, w, h, 0.0f, 1.0f});
cmd->DrawInstanced(4, 1, 0, 0);
}
x += 50.0f;
if(x + 1.0f >= (float)screenWidth)
{
x = 1.0f;
y += 50.0f;
}
}
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST(D3D12_Video_Textures);
+3
View File
@@ -144,11 +144,13 @@
<ClCompile Include="d3d11\d3d11_structured_buffer_read.cpp" />
<ClCompile Include="d3d11\d3d11_test.cpp" />
<ClCompile Include="d3d11\d3d11_texture_3d.cpp" />
<ClCompile Include="d3d11\d3d11_video_textures.cpp" />
<ClCompile Include="d3d12\d3d12_cbuffer_zoo.cpp" />
<ClCompile Include="d3d12\d3d12_helpers.cpp" />
<ClCompile Include="d3d12\d3d12_overlay_test.cpp" />
<ClCompile Include="d3d12\d3d12_simple_triangle.cpp" />
<ClCompile Include="d3d12\d3d12_test.cpp" />
<ClCompile Include="d3d12\d3d12_video_textures.cpp" />
<ClCompile Include="dx\d3d_helpers.cpp" />
<ClCompile Include="3rdparty\glad\glad.c" />
<ClCompile Include="3rdparty\glad\glad_egl.c">
@@ -193,6 +195,7 @@
<ClCompile Include="vk\vk_indirect.cpp" />
<ClCompile Include="vk\vk_overlay_test.cpp" />
<ClCompile Include="vk\vk_secondary_cmdbuf.cpp" />
<ClCompile Include="vk\vk_video_textures.cpp" />
<ClCompile Include="vk\vk_vs_max_desc_set.cpp" />
<ClCompile Include="vk\vk_simple_triangle.cpp" />
<ClCompile Include="vk\vk_test.cpp" />
+9
View File
@@ -231,6 +231,15 @@
<ClCompile Include="3rdparty\volk\volk.c">
<Filter>3rdparty\volk</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_video_textures.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
<ClCompile Include="d3d12\d3d12_video_textures.cpp">
<Filter>D3D12\demos</Filter>
</ClCompile>
<ClCompile Include="vk\vk_video_textures.cpp">
<Filter>Vulkan\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+961
View File
@@ -0,0 +1,961 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "vk_test.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
// **** WARNING **** //
// //
// When comparing to D3D tests, the order of channels in the data is *not* //
// necessarily the same - vulkan expects Y in G, Cb/U in B and Cr/V in R //
// consistently, where some of the D3D formats are a bit different. //
// //
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
struct VK_Video_Textures : VulkanGraphicsTest
{
static constexpr const char *Description = "Tests of YUV textures";
std::string common = R"EOSHADER(
#version 450 core
#extension GL_EXT_samplerless_texture_functions : enable
struct v2f
{
vec4 pos;
vec4 col;
vec4 uv;
};
)EOSHADER";
const std::string vertex = R"EOSHADER(
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(location = 2) in vec2 UV;
layout(location = 0) out v2f vertOut;
void main()
{
vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1);
gl_Position = vertOut.pos;
vertOut.col = Color;
vertOut.uv = vec4(UV.xy, 0, 1);
}
)EOSHADER";
const std::string pixel = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
#define MODE_RGB 0
#define MODE_YUV_DEFAULT 1
layout(set = 0, binding = 0, std140) uniform constsbuf
{
ivec2 dimensions;
ivec2 downsampling;
int y_channel;
int u_channel;
int v_channel;
int mode;
};
layout(set = 0, binding = 1) uniform texture2D tex;
layout(set = 0, binding = 2) uniform texture2D tex2;
layout(set = 0, binding = 3) uniform texture2D tex3;
void main()
{
ivec2 coord = ivec2(vertIn.uv.xy * vec2(dimensions.xy));
bool odd = false;
vec4 texvec = texelFetch(tex, coord, 0);
// detect interleaved 4:2:2.
// 4:2:0 will have downsampling.x == downsampling.y == 2,
// 4:4:4 will have downsampling.x == downsampling.y == 1
// planar formats will have one one channel >= 4 i.e. in the second texture.
if(downsampling.x > downsampling.y && y_channel < 4 && u_channel < 4 && v_channel < 4)
{
// texels come out as just RG for some reason, so we need to fetch the adjacent texel to
// get the other half of the uv data, the y sample is left as-is
if((coord.x & 1) != 0)
{
coord.x &= ~1;
texvec.b = texelFetch(tex, coord, 0).g;
}
else
{
coord.x |= 1;
texvec.b = texvec.g;
texvec.g = texelFetch(tex, coord, 0).g;
}
}
if(mode == MODE_RGB) { Color = texvec; return; }
coord = ivec2(vertIn.uv.xy * vec2(dimensions.xy) / vec2(downsampling.xy));
vec4 texvec2 = texelFetch(tex2, coord, 0);
vec4 texvec3 = texelFetch(tex3, coord, 0);
float texdata[] = {
texvec.x, texvec.y, texvec.z, texvec.w,
texvec2.x, texvec2.y, texvec2.z, texvec2.w,
texvec3.x, texvec3.y, texvec3.z, texvec3.w,
};
float Y = texdata[y_channel];
float U = texdata[u_channel];
float V = texdata[v_channel];
float A = float(texvec.w);
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float L = Y;
float Pb = U - 0.5f;
float Pr = V - 0.5f;
// these are just reversals of the equations below
float B = L + (Pb / 0.5f) * (1 - Kb);
float R = L + (Pr / 0.5f) * (1 - Kr);
float G = (L - Kr * R - Kb * B) / (1.0f - Kr - Kb);
Color = vec4(R, G, B, A);
}
)EOSHADER";
const std::string pixel_sampled = R"EOSHADER(
layout(location = 0) in v2f vertIn;
layout(location = 0, index = 0) out vec4 Color;
layout(set = 0, binding = 0) uniform sampler2D tex;
void main()
{
Color = texture(tex, vertIn.uv.xy);
}
)EOSHADER";
struct YUVPixel
{
uint16_t Y, Cb, Cr, A;
};
// we use a plain un-scaled un-offsetted direct conversion
YUVPixel RGB2YUV(uint32_t rgba)
{
uint32_t r = rgba & 0xff;
uint32_t g = (rgba >> 8) & 0xff;
uint32_t b = (rgba >> 16) & 0xff;
uint16_t a = (rgba >> 24) & 0xff;
const float Kr = 0.2126f;
const float Kb = 0.0722f;
float R = float(r) / 255.0f;
float G = float(g) / 255.0f;
float B = float(b) / 255.0f;
// calculate as floats since we're not concerned with performance here
float L = Kr * R + Kb * B + (1.0f - Kr - Kb) * G;
float Pb = ((B - L) / (1 - Kb)) * 0.5f;
float Pr = ((R - L) / (1 - Kr)) * 0.5f;
float fA = float(a) / 255.0f;
uint16_t Y = (uint16_t)(L * 65536.0f);
uint16_t Cb = (uint16_t)((Pb + 0.5f) * 65536.0f);
uint16_t Cr = (uint16_t)((Pr + 0.5f) * 65536.0f);
uint16_t A = (uint16_t)(fA * 65535.0f);
return {Y, Cb, Cr, A};
}
struct TextureData
{
AllocatedImage tex;
const char *name = NULL;
VkImageView views[3] = {};
AllocatedBuffer cb;
VkDescriptorSet descset;
};
int main(int argc, char **argv)
{
devExts.push_back(VK_KHR_SAMPLER_YCBCR_CONVERSION_EXTENSION_NAME);
// add required extensions
devExts.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
devExts.push_back(VK_KHR_BIND_MEMORY_2_EXTENSION_NAME);
devExts.push_back(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
instExts.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
VkDescriptorSetLayout setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{1, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{2, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
{3, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1, VK_SHADER_STAGE_FRAGMENT_BIT},
}));
VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout}));
vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
pipeCreateInfo.layout = layout;
pipeCreateInfo.renderPass = swapRenderPass;
pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
vkh::vertexAttr(2, 0, DefaultA2V, uv),
};
pipeCreateInfo.inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
pipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
};
VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
const DefaultA2V verts[4] = {
{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)},
{Vec3f(1.0f, 1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
AllocatedBuffer vb(allocator,
vkh::BufferCreateInfo(sizeof(verts), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
vb.upload(verts);
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
std::vector<byte> yuv8;
std::vector<uint16_t> yuv16;
yuv8.reserve(rgba8.data.size() * 4);
yuv16.reserve(rgba8.data.size() * 4);
for(uint32_t y = 0; y < rgba8.height; y++)
{
for(uint32_t x = 0; x < rgba8.width; x++)
{
YUVPixel p = RGB2YUV(rgba8.data[y * rgba8.width + x]);
yuv16.push_back(p.Cr);
yuv16.push_back(p.Y);
yuv16.push_back(p.Cb);
yuv16.push_back(p.A);
yuv8.push_back(p.Cr >> 8);
yuv8.push_back(p.Y >> 8);
yuv8.push_back(p.Cb >> 8);
yuv8.push_back(p.A >> 8);
}
}
VkFormatFeatureFlagBits reqsupp = VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT;
TextureData textures[20] = {};
uint32_t texidx = 0;
AllocatedBuffer uploadBuf(allocator, vkh::BufferCreateInfo(rgba8.width * rgba8.height * 16,
VK_BUFFER_USAGE_TRANSFER_SRC_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
auto make_tex = [&](const char *name, uint32_t subsampling, VkFormat texFmt, VkFormat viewFmt,
VkFormat view2Fmt, VkFormat view3Fmt, Vec4i config, void *data, size_t sz,
uint32_t rowPitch) {
VkFormatProperties props = {};
vkGetPhysicalDeviceFormatProperties(phys, texFmt, &props);
{
TEST_LOG("%s supports:", name);
if(props.optimalTilingFeatures == 0)
TEST_LOG(" - NONE");
#define CHECK_SUPP(s) \
if(props.optimalTilingFeatures & VK_FORMAT_FEATURE_##s) \
TEST_LOG(" - " #s);
CHECK_SUPP(SAMPLED_IMAGE_BIT)
CHECK_SUPP(STORAGE_IMAGE_BIT)
CHECK_SUPP(STORAGE_IMAGE_ATOMIC_BIT)
CHECK_SUPP(UNIFORM_TEXEL_BUFFER_BIT)
CHECK_SUPP(STORAGE_TEXEL_BUFFER_BIT)
CHECK_SUPP(STORAGE_TEXEL_BUFFER_ATOMIC_BIT)
CHECK_SUPP(VERTEX_BUFFER_BIT)
CHECK_SUPP(COLOR_ATTACHMENT_BIT)
CHECK_SUPP(COLOR_ATTACHMENT_BLEND_BIT)
CHECK_SUPP(DEPTH_STENCIL_ATTACHMENT_BIT)
CHECK_SUPP(BLIT_SRC_BIT)
CHECK_SUPP(BLIT_DST_BIT)
CHECK_SUPP(SAMPLED_IMAGE_FILTER_LINEAR_BIT)
CHECK_SUPP(TRANSFER_SRC_BIT)
CHECK_SUPP(TRANSFER_DST_BIT)
CHECK_SUPP(MIDPOINT_CHROMA_SAMPLES_BIT)
CHECK_SUPP(SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT)
CHECK_SUPP(SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT)
CHECK_SUPP(SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT)
CHECK_SUPP(SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_BIT)
CHECK_SUPP(DISJOINT_BIT)
CHECK_SUPP(COSITED_CHROMA_SAMPLES_BIT)
CHECK_SUPP(SAMPLED_IMAGE_FILTER_CUBIC_BIT_IMG)
CHECK_SUPP(SAMPLED_IMAGE_FILTER_MINMAX_BIT_EXT)
}
uint32_t horizDownsampleFactor = ((subsampling % 100) / 10);
uint32_t vertDownsampleFactor = (subsampling % 10);
// 4:4:4
if(horizDownsampleFactor == 4 && vertDownsampleFactor == 4)
{
horizDownsampleFactor = vertDownsampleFactor = 1;
}
// 4:2:2
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 2)
{
vertDownsampleFactor = 1;
}
// 4:2:0
else if(horizDownsampleFactor == 2 && vertDownsampleFactor == 0)
{
vertDownsampleFactor = 2;
}
else
{
TEST_FATAL("Unhandled subsampling %d", subsampling);
}
if(VkFormatFeatureFlagBits(props.optimalTilingFeatures & reqsupp) == reqsupp)
{
TextureData &t = textures[texidx];
t.name = name;
t.tex.create(allocator, vkh::ImageCreateInfo(
rgba8.width, rgba8.height, 0, texFmt,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT, 1,
1, VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_GPU_ONLY}));
Vec4i cbdata[2] = {
Vec4i(rgba8.width, rgba8.height, horizDownsampleFactor, vertDownsampleFactor), config,
};
t.cb.create(allocator,
vkh::BufferCreateInfo(sizeof(cbdata), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT),
VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
t.cb.upload(cbdata);
uploadBuf.upload(data, sz);
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
vkh::cmdPipelineBarrier(
cmd,
{
vkh::ImageMemoryBarrier(0, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, t.tex.image),
});
std::vector<VkBufferImageCopy> regions;
if(view3Fmt != VK_FORMAT_UNDEFINED)
{
VkBufferImageCopy copy = {};
copy.bufferOffset = rowPitch * rgba8.height * 2;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageExtent.width = rgba8.width / horizDownsampleFactor;
copy.imageExtent.height = rgba8.height / vertDownsampleFactor;
copy.imageExtent.depth = 1;
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_PLANE_2_BIT;
copy.imageSubresource.layerCount = 1;
regions.push_back(copy);
}
if(view2Fmt != VK_FORMAT_UNDEFINED)
{
VkBufferImageCopy copy = {};
copy.bufferOffset = rowPitch * rgba8.height;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageExtent.width = rgba8.width / horizDownsampleFactor;
copy.imageExtent.height = rgba8.height / vertDownsampleFactor;
copy.imageExtent.depth = 1;
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_PLANE_1_BIT;
copy.imageSubresource.layerCount = 1;
regions.push_back(copy);
}
{
VkBufferImageCopy copy = {};
copy.bufferOffset = 0;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageExtent.width = rgba8.width;
copy.imageExtent.height = rgba8.height;
copy.imageExtent.depth = 1;
copy.imageSubresource.aspectMask = view2Fmt != VK_FORMAT_UNDEFINED
? VK_IMAGE_ASPECT_PLANE_0_BIT
: VK_IMAGE_ASPECT_COLOR_BIT;
copy.imageSubresource.layerCount = 1;
regions.push_back(copy);
}
vkCmdCopyBufferToImage(cmd, uploadBuf.buffer, t.tex.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, (uint32_t)regions.size(),
regions.data());
vkh::cmdPipelineBarrier(
cmd, {
vkh::ImageMemoryBarrier(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, t.tex.image),
});
vkEndCommandBuffer(cmd);
Submit(99, 99, {cmd});
vkDeviceWaitIdle(device);
t.descset = allocateDescriptorSet(setlayout);
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(t.descset, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
{vkh::DescriptorBufferInfo(t.cb.buffer)}),
});
if(view3Fmt != VK_FORMAT_UNDEFINED)
{
t.views[0] = createImageView(
vkh::ImageViewCreateInfo(t.tex.image, VK_IMAGE_VIEW_TYPE_2D, viewFmt, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_PLANE_0_BIT)));
t.views[1] = createImageView(
vkh::ImageViewCreateInfo(t.tex.image, VK_IMAGE_VIEW_TYPE_2D, view2Fmt, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_PLANE_1_BIT)));
t.views[2] = createImageView(
vkh::ImageViewCreateInfo(t.tex.image, VK_IMAGE_VIEW_TYPE_2D, view3Fmt, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_PLANE_2_BIT)));
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(t.descset, 1, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[0])}),
vkh::WriteDescriptorSet(t.descset, 2, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[1])}),
vkh::WriteDescriptorSet(t.descset, 3, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[2])}),
});
}
else if(view2Fmt != VK_FORMAT_UNDEFINED)
{
t.views[0] = createImageView(
vkh::ImageViewCreateInfo(t.tex.image, VK_IMAGE_VIEW_TYPE_2D, viewFmt, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_PLANE_0_BIT)));
t.views[1] = createImageView(
vkh::ImageViewCreateInfo(t.tex.image, VK_IMAGE_VIEW_TYPE_2D, view2Fmt, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_PLANE_1_BIT)));
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(t.descset, 1, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[0])}),
vkh::WriteDescriptorSet(t.descset, 2, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[1])}),
vkh::WriteDescriptorSet(t.descset, 3, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[1])}),
});
}
else
{
t.views[0] = createImageView(
vkh::ImageViewCreateInfo(t.tex.image, VK_IMAGE_VIEW_TYPE_2D, viewFmt, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT)));
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(t.descset, 1, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[0])}),
vkh::WriteDescriptorSet(t.descset, 2, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[0])}),
vkh::WriteDescriptorSet(t.descset, 3, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
{vkh::DescriptorImageInfo(t.views[0])}),
});
}
}
texidx++;
};
#define MAKE_TEX(sampling, texFmt, viewFmt, config, data_vector, stride) \
make_tex(#texFmt, sampling, texFmt, viewFmt, VK_FORMAT_UNDEFINED, VK_FORMAT_UNDEFINED, config, \
data_vector.data(), data_vector.size() * sizeof(data_vector[0]), stride);
#define MAKE_TEX2(sampling, texFmt, viewFmt, view2Fmt, config, data_vector, stride) \
make_tex(#texFmt, sampling, texFmt, viewFmt, view2Fmt, VK_FORMAT_UNDEFINED, config, \
data_vector.data(), data_vector.size() * sizeof(data_vector[0]), stride);
#define MAKE_TEX3(sampling, texFmt, viewFmt, view2Fmt, view3Fmt, config, data_vector, stride) \
make_tex(#texFmt, sampling, texFmt, viewFmt, view2Fmt, view3Fmt, config, data_vector.data(), \
data_vector.size() * sizeof(data_vector[0]), stride);
MAKE_TEX(444, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, Vec4i(0, 0, 0, 0), rgba8.data,
rgba8.width * 4);
TEST_ASSERT(textures[0].descset != VK_NULL_HANDLE, "Expect RGBA8 to always work");
// vulkan doesn't have 4:4:4 packed formats, makes sense as it can use normal formats
// MAKE_TEX(AYUV, VK_FORMAT_R8G8B8A8_UNORM, Vec4i(2, 1, 0, 1), yuv8, rgba8.width * 4);
// MAKE_TEX(Y416, VK_FORMAT_R16G16B16A16_UNORM, Vec4i(1, 0, 2, 1), yuv16, rgba8.width * 8);
MAKE_TEX(444, VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16_KHR,
VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16_KHR, Vec4i(1, 2, 0, 1), yuv16,
rgba8.width * 8);
///////////////////////////////////////
// 4:4:4 3-plane
///////////////////////////////////////
{
std::vector<byte> triplane8;
triplane8.resize(yuv8.size());
const byte *in = yuv8.data();
byte *out[3] = {
triplane8.data(), triplane8.data() + rgba8.width * rgba8.height,
triplane8.data() + rgba8.width * rgba8.height * 2,
};
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
*(out[0]++) = in[1];
*(out[1]++) = in[2];
*(out[2]++) = in[0];
in += 4;
}
// we can re-use the same data for Y010 and Y016 as they share a format (with different bits)
MAKE_TEX3(444, VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM, VK_FORMAT_R8_UNORM, VK_FORMAT_R8_UNORM,
VK_FORMAT_R8_UNORM, Vec4i(0, 4, 8, 1), triplane8, rgba8.width);
}
///////////////////////////////////////
// 4:2:2
///////////////////////////////////////
{
std::vector<byte> yuy2;
yuy2.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
yuy2.push_back(in[1 + 0]);
// avg(u0, u1)
yuy2.push_back(byte((uint16_t(in[2 + 0]) + uint16_t(in[2 + 4])) >> 1));
// y1
yuy2.push_back(in[1 + 4]);
// avg(v0, v1)
yuy2.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX(422, VK_FORMAT_G8B8G8R8_422_UNORM, VK_FORMAT_G8B8G8R8_422_UNORM, Vec4i(0, 2, 1, 1),
yuy2, rgba8.width * 2);
}
{
std::vector<byte> p208;
p208.reserve(rgba8.data.size());
const byte *in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
p208.push_back(in[1]);
in += 4;
}
in = yuv8.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// avg(u0, u1)
p208.push_back(byte((uint16_t(in[2 + 0]) + uint16_t(in[2 + 4])) >> 1));
// avg(v0, v1)
p208.push_back(byte((uint16_t(in[0 + 0]) + uint16_t(in[0 + 4])) >> 1));
in += 8;
}
MAKE_TEX2(422, VK_FORMAT_G8_B8R8_2PLANE_422_UNORM, VK_FORMAT_R8_UNORM, VK_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), p208, rgba8.width);
}
{
std::vector<uint16_t> y216;
y216.reserve(yuv16.size());
const uint16_t *in = yuv16.data();
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i += 2)
{
// y0
y216.push_back(in[1 + 0]);
// avg(u0, u1)
y216.push_back(uint16_t((uint32_t(in[2 + 0]) + uint32_t(in[2 + 4])) >> 1));
// y1
y216.push_back(in[1 + 4]);
// avg(v0, v1)
y216.push_back(uint16_t((uint32_t(in[0 + 0]) + uint32_t(in[0 + 4])) >> 1));
in += 8;
}
// we can re-use the same data for Y010 and Y016 as they share a format (with different bits)
MAKE_TEX(422, VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16,
VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16, Vec4i(0, 2, 1, 1), y216,
rgba8.width * 4);
MAKE_TEX(422, VK_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16,
VK_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16, Vec4i(0, 2, 1, 1), y216,
rgba8.width * 4);
}
uint32_t nv12idx = texidx;
{
std::vector<byte> nv12;
nv12.reserve(rgba8.data.size());
{
const byte *in = yuv8.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const byte Y = in[1];
in += 4;
nv12.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const byte *in = yuv8.data() + rgba8.width * 4 * row;
const byte *in2 = yuv8.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint16_t Ua = in[2 + 0];
const uint16_t Ub = in[2 + 4];
const uint16_t Uc = in2[2 + 0];
const uint16_t Ud = in2[2 + 4];
const uint16_t Va = in[0 + 0];
const uint16_t Vb = in[0 + 4];
const uint16_t Vc = in2[0 + 0];
const uint16_t Vd = in2[0 + 4];
// midpoint average sample
uint16_t U = (Ua + Ub + Uc + Ud) >> 2;
uint16_t V = (Va + Vb + Vc + Vd) >> 2;
in += 8;
in2 += 8;
nv12.push_back(byte(U));
nv12.push_back(byte(V));
}
}
MAKE_TEX2(420, VK_FORMAT_G8_B8R8_2PLANE_420_UNORM, VK_FORMAT_R8_UNORM, VK_FORMAT_R8G8_UNORM,
Vec4i(0, 4, 5, 1), nv12, rgba8.width);
}
{
std::vector<uint16_t> p016;
p016.reserve(rgba8.data.size() * 2);
{
const uint16_t *in = yuv16.data();
// luma plane
for(uint32_t i = 0; i < rgba8.width * rgba8.height; i++)
{
const uint16_t Y = in[1];
in += 4;
p016.push_back(Y);
}
}
for(uint32_t row = 0; row < rgba8.height - 1; row += 2)
{
const uint16_t *in = yuv16.data() + rgba8.width * 4 * row;
const uint16_t *in2 = yuv16.data() + rgba8.width * 4 * (row + 1);
for(uint32_t i = 0; i < rgba8.width; i += 2)
{
const uint32_t Ua = in[2 + 0];
const uint32_t Ub = in[2 + 4];
const uint32_t Uc = in2[2 + 0];
const uint32_t Ud = in2[2 + 4];
const uint32_t Va = in[0 + 0];
const uint32_t Vb = in[0 + 4];
const uint32_t Vc = in2[0 + 0];
const uint32_t Vd = in2[0 + 4];
// midpoint average sample
uint32_t U = (Ua + Ub + Uc + Ud) / 4;
uint32_t V = (Va + Vb + Vc + Vd) / 4;
in += 8;
in2 += 8;
p016.push_back(uint16_t(U & 0xffff));
p016.push_back(uint16_t(V & 0xffff));
}
}
// we can re-use the same data for P010 and P016 as they share a format (with different bits)
MAKE_TEX2(420, VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16,
VK_FORMAT_R10X6_UNORM_PACK16, VK_FORMAT_R10X6G10X6_UNORM_2PACK16, Vec4i(0, 4, 5, 1),
p016, rgba8.width * 2);
MAKE_TEX2(420, VK_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16_KHR,
VK_FORMAT_R12X4_UNORM_PACK16, VK_FORMAT_R12X4G12X4_UNORM_2PACK16, Vec4i(0, 4, 5, 1),
p016, rgba8.width * 2);
}
VkSamplerYcbcrConversionCreateInfo createInfo = {
VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_CREATE_INFO,
};
// when supported, add pipelines for sampling with ycbcr conversion from NV12
struct
{
const char *name = "";
VkSamplerYcbcrConversion conv = VK_NULL_HANDLE;
VkSampler sampler = VK_NULL_HANDLE;
VkPipeline pipe = VK_NULL_HANDLE;
VkPipelineLayout layout = VK_NULL_HANDLE;
VkDescriptorSet descset = VK_NULL_HANDLE;
} ycbcr[2];
VkPhysicalDeviceSamplerYcbcrConversionFeatures ycbcrFeats = {
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES};
VkPhysicalDeviceFeatures2 feats = {VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2, &ycbcrFeats};
vkGetPhysicalDeviceFeatures2KHR(phys, &feats);
VkFormatProperties props = {};
vkGetPhysicalDeviceFormatProperties(phys, VK_FORMAT_G8_B8R8_2PLANE_420_UNORM, &props);
// only do this test if LINEAR_FILTER is supported and ycbcr conversion, and our source view
if(ycbcrFeats.samplerYcbcrConversion && textures[nv12idx].views[0] != VK_NULL_HANDLE &&
(props.optimalTilingFeatures &
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT))
{
createInfo.chromaFilter = VK_FILTER_LINEAR;
createInfo.format = VK_FORMAT_G8_B8R8_2PLANE_420_UNORM;
createInfo.ycbcrModel = VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_2020;
createInfo.ycbcrRange = VK_SAMPLER_YCBCR_RANGE_ITU_FULL;
vkCreateSamplerYcbcrConversionKHR(device, &createInfo, NULL, &ycbcr[0].conv);
ycbcr[0].name = "YCbCr 2020 Full";
createInfo.ycbcrModel = VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_601;
createInfo.ycbcrRange = VK_SAMPLER_YCBCR_RANGE_ITU_NARROW;
vkCreateSamplerYcbcrConversionKHR(device, &createInfo, NULL, &ycbcr[1].conv);
ycbcr[0].name = "YCbCr 601 Narrow";
pipeCreateInfo.stages = {
CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
CompileShaderModule(common + pixel_sampled, ShaderLang::glsl, ShaderStage::frag, "main"),
};
for(size_t i = 0; i < ARRAY_COUNT(ycbcr); i++)
{
VkSamplerCreateInfo sampInfo = {VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
VkSamplerYcbcrConversionInfo ycbcrChain = {VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO};
sampInfo.pNext = &ycbcrChain;
sampInfo.magFilter = VK_FILTER_LINEAR;
sampInfo.minFilter = VK_FILTER_LINEAR;
ycbcrChain.conversion = ycbcr[i].conv;
vkCreateSampler(device, &sampInfo, NULL, &ycbcr[i].sampler);
setlayout = createDescriptorSetLayout(vkh::DescriptorSetLayoutCreateInfo({
{0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT,
&ycbcr[i].sampler},
}));
pipeCreateInfo.layout = ycbcr[i].layout =
createPipelineLayout(vkh::PipelineLayoutCreateInfo({setlayout}));
ycbcr[i].pipe = createGraphicsPipeline(pipeCreateInfo);
ycbcr[i].descset = allocateDescriptorSet(setlayout);
VkImageView view = createImageView(vkh::ImageViewCreateInfo(
textures[nv12idx].tex.image, VK_IMAGE_VIEW_TYPE_2D, createInfo.format, {},
vkh::ImageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT)));
vkh::updateDescriptorSets(
device, {
vkh::WriteDescriptorSet(ycbcr[i].descset, 0,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
{vkh::DescriptorImageInfo(view)}),
});
}
}
// need two pipeline layouts and two new pipelines, since these must be immutable samplers
while(Running())
{
VkCommandBuffer cmd = GetCommandBuffer();
vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
VkImage swapimg =
StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
vkh::ImageSubresourceRange());
vkCmdBeginRenderPass(
cmd, vkh::RenderPassBeginInfo(swapRenderPass, swapFramebuffers[swapIndex], scissor),
VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
float x = 1.0f, y = 1.0f;
float w = 48.0f, h = 48.0f;
for(size_t i = 0; i < ARRAY_COUNT(textures); i++)
{
TextureData &tex = textures[i];
if(tex.tex.image)
{
setMarker(cmd, tex.name);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, 1, &tex.descset,
0, NULL);
VkViewport v = {x, y, w, h, 0.0f, 1.0f};
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdDraw(cmd, 4, 1, 0, 0);
}
x += 50.0f;
if(x + 1.0f >= (float)screenWidth)
{
x = 1.0f;
y += 50.0f;
}
}
x = 2.0f;
y = 202.0f;
w = h = 96.0f;
for(size_t i = 0; i < ARRAY_COUNT(ycbcr); i++)
{
if(ycbcr[i].pipe != VK_NULL_HANDLE)
{
setMarker(cmd, ycbcr[i].name);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, ycbcr[i].pipe);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, ycbcr[i].layout, 0, 1,
&ycbcr[i].descset, 0, NULL);
VkViewport v = {x, y, w, h, 0.0f, 1.0f};
vkCmdSetViewport(cmd, 0, 1, &v);
vkCmdDraw(cmd, 4, 1, 0, 0);
}
x += 100.0f;
}
vkCmdEndRenderPass(cmd);
FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL);
vkEndCommandBuffer(cmd);
Submit(0, 1, {cmd});
Present();
}
for(size_t i = 0; i < ARRAY_COUNT(ycbcr); i++)
{
vkDestroySampler(device, ycbcr[i].sampler, NULL);
vkDestroySamplerYcbcrConversionKHR(device, ycbcr[i].conv, NULL);
}
return 0;
}
};
REGISTER_TEST(VK_Video_Textures);