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Add functions to support Standard Swizzle textures #515

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@isplunke isplunke commented Sep 17, 2024

Implement z-order curve "swizzling" for 2D and 3D textures to support the pixel order used for "Standard Swizzle" as defined by D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE.

These functions only perform the row-major <=> z-order curve operation. 64KB alignment, miptail packing, and other requirements are handled in other distinct operations.

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DirectXTex/DirectXTexImage.cpp Outdated Show resolved Hide resolved
DirectXTex/DirectXTex.h Outdated Show resolved Hide resolved
DirectXTex/DirectXTexImage.cpp Outdated Show resolved Hide resolved
DirectXTex/DirectXTexImage.cpp Outdated Show resolved Hide resolved
DirectXTex/DirectXTexImage.cpp Outdated Show resolved Hide resolved
_Use_decl_annotations_
HRESULT ScratchImage::InitializeImagesFromSwizzles(const Image* srcImage, size_t nImages, CP_FLAGS flags) noexcept
{
HRESULT hr = Initialize2D(srcImage[0].format, srcImage[0].width, srcImage[0].height, nImages, 1, flags);
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This only works for 2D arrays without mipmaps. For some example of more general scenarios (mips, arrays with mips, volumes, volumes with mips) see TransformImage in DirectXTexMisc.cpp

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Looked at TransformImage in DirectXTexMisc.cpp. I only saw mips being used in the 3d case. And even in that one, we're kind of just iterating for index = 0; index < nImages.

In the case: array of 2d images, we're iterating through each image independantley. So I don't think there's anything new to do there?

In the 3d case. I should separate slice (which is being swizzled) and layer( which is not being swizzled). But what order is the array of srcImages? layerMajor or sliceMajor?

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For the 3D case, my understanding is you would do:

size_t width = mdata.width;
size_t height = mdata.height;
size_t depth = mdata.depth;
for (size_t level = 0; level < mdata.mipLevels; ++level)
{
    auto destPtrBase = result.GetImage(level, 0, 0); // All slices of a given depth are always continuous in ScratchImage.
    for(size_t z = 0; z < depth; ++z)
    {
        auto srcImage = result.GetImage(level, 0, z);
        for(size_t h = 0; h < height; ++h)
        {
            for(size_t x = 0; 0 < width; ++w)
            {
                // swizzle using x, y, z copying from srcImage to destPtrBase + swizzleIndex
            }
        }
    }

    if (height > 1)
        height >>= 1;

    if (width > 1)
        width >>= 1;

    if (depth > 1)
        depth >>= 1;
}

DirectXTex/DirectXTexImage.cpp Outdated Show resolved Hide resolved
@walbourn walbourn self-assigned this Sep 18, 2024
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Note for testing, I'll add coverage to the test suite which will likely just do a swizzle and deswizzle and make sure the bits match.

As for determining if the swizzle is correct, I probably need to make a test app that renders using WARP which supports standard swizzle.

@walbourn walbourn changed the title [Draft] Add functions to swizzle textures [Draft] Add functions to support Standard Swizzle textures Sep 18, 2024
@walbourn walbourn changed the title [Draft] Add functions to support Standard Swizzle textures Add functions to support Standard Swizzle textures Sep 25, 2024
@walbourn walbourn added the dx12 Direct3D 12 label Sep 25, 2024
- needs to be tested.  where to get dx12 boilerplate?  test just that texute still looks correct, or also test performance improves when roteated?
- maybe merge functions?  would then pass a boolean/enum to determine rowToSwizzle versus swizzleToRow

Added functions that converts pixel order from row major to standard swizzle and from standard swizzle to row major.

Functions for both 1 Image, and an array of Images.

Folwoing standard DirectXTex pattern: Uses Image and TexMetadata as input.  Outputs/initializes a ScratchImage.
Added new file to .vcxproj, other.vcxproj, and Cmake

Merged to/from functions togeather
memcpy src is const
added non-AVX2 deposit_bits
TODO what flags/threshold to use to re-Compress?
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Add function to convert a texture to Standard Swizzle and vice versa
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