NVSharpen.h 2.5 KB

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  1. // The MIT License(MIT)
  2. //
  3. // Copyright(c) 2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy of
  6. // this software and associated documentation files(the "Software"), to deal in
  7. // the Software without restriction, including without limitation the rights to
  8. // use, copy, modify, merge, publish, distribute, sublicense, and / or sell copies of
  9. // the Software, and to permit persons to whom the Software is furnished to do so,
  10. // subject to the following conditions :
  11. //
  12. // The above copyright notice and this permission notice shall be included in all
  13. // copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
  17. // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR
  18. // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
  19. // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  20. // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  21. #pragma once
  22. #include <dxgi1_4.h>
  23. #include <d3d12.h>
  24. #include <iostream>
  25. #include "DXUtilities.h"
  26. #include "DeviceResources.h"
  27. #include "Utilities.h"
  28. #include "NIS_Config.h"
  29. #include "d3dx12.h"
  30. extern "C" {
  31. #include <dxcapi.h>
  32. }
  33. class NVSharpen {
  34. public:
  35. NVSharpen(DeviceResources& deviceResources, const std::vector<std::string>& shaderPaths);
  36. void update(float sharpness, uint32_t inputWidth, uint32_t inputHeight);
  37. ID3D12PipelineState* getComputePSO() { return m_computePSO.Get(); }
  38. ID3D12Resource* getConstantBuffer() { return m_constatBuffer.Get(); }
  39. ID3D12RootSignature* getRootSignature() { return m_computeRootSignature.Get(); }
  40. std::vector<UINT> getDispatchDim() {
  41. return { UINT(std::ceil(m_outputWidth / float(m_blockWidth))), UINT(std::ceil(m_outputHeight / float(m_blockHeight))), 1 };
  42. }
  43. private:
  44. DeviceResources& m_deviceResources;
  45. NISConfig m_config;
  46. ComPtr<ID3D12RootSignature> m_computeRootSignature;
  47. ComPtr<ID3D12PipelineState> m_computePSO;
  48. ComPtr<ID3D12Resource> m_constatBuffer;
  49. ComPtr<ID3D12Resource> m_stagingBuffer;
  50. uint32_t m_outputWidth;
  51. uint32_t m_outputHeight;
  52. uint32_t m_blockWidth;
  53. uint32_t m_blockHeight;
  54. };