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- // The MIT License(MIT)
- //
- // Copyright(c) 2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
- //
- // 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.
- #pragma once
- #include <dxgi1_4.h>
- #include <d3d11_3.h>
- #include <d3dcompiler.h>
- #include <iostream>
- #include "DXUtilities.h"
- #include "DeviceResources.h"
- #include "Utilities.h"
- #include "NIS_Config.h"
- class NVScaler {
- public:
- NVScaler(DeviceResources& deviceResources, const std::vector<std::string>& shaderPaths);
- void update(float sharpness, uint32_t inputWidth, uint32_t inputHeight, uint32_t outputWidth, uint32_t outputHeight);
- void dispatch(ID3D11ShaderResourceView* const* input, ID3D11UnorderedAccessView* const* output);
- private:
- DeviceResources& m_deviceResources;
- NISConfig m_config;
- ComPtr<ID3D11ComputeShader> m_computeShader;
- ComPtr<ID3D11Buffer> m_csBuffer;
- ComPtr<ID3D11Texture2D> m_coef_scale;
- ComPtr<ID3D11Texture2D> m_coef_usm;
- ComPtr<ID3D11ShaderResourceView> m_coef_scaleSRV;
- ComPtr<ID3D11ShaderResourceView> m_coef_usmSRV;
- ComPtr<ID3D11SamplerState> m_LinearClampSampler;
- uint32_t m_outputWidth;
- uint32_t m_outputHeight;
- uint32_t m_blockWidth;
- uint32_t m_blockHeight;
- };
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