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/* 
* Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved. 
* 
* NVIDIA CORPORATION and its licensors retain all intellectual property 
* and proprietary rights in and to this software, related documentation 
* and any modifications thereto. Any use, reproduction, disclosure or 
* distribution of this software and related documentation without an express 
* license agreement from NVIDIA CORPORATION is strictly prohibited. 
*/

#pragma once
#include "Common.h"
#include "TextureUtil.h"

namespace GFSDK
{
namespace SSAO
{

//--------------------------------------------------------------------------------
struct UserTextureDesc
{
    UserTextureDesc()
      : Width(0)
      , Height(0)
      , SampleCount(0)
    {
    }
    UINT Width;
    UINT Height;
    UINT SampleCount;
};

//--------------------------------------------------------------------------------
#if SUPPORT_D3D11
namespace D3D11
{

struct UserTextureSRV : public SSAO::UserTextureDesc
{
    UserTextureSRV()
        : pSRV(NULL)
    {
    }

    GFSDK_SSAO_Status Init(ID3D11ShaderResourceView* pInputSRV)
    {
        if (!pInputSRV)
        {
            return GFSDK_SSAO_NULL_ARGUMENT;
        }

        D3D11_TEXTURE2D_DESC TextureDesc;
        GFSDK::SSAO::D3D11::TextureUtil::GetDesc(pInputSRV, &TextureDesc);

        pSRV = pInputSRV;
        Width = TextureDesc.Width;
        Height = TextureDesc.Height;
        SampleCount = TextureDesc.SampleDesc.Count;

        return GFSDK_SSAO_OK;
    }

    bool IsSet()
    {
        return (pSRV != NULL);
    }

    ID3D11ShaderResourceView* pSRV;
};

struct UserTextureRTV : public SSAO::UserTextureDesc
{
    UserTextureRTV()
        : pRTV(NULL)
    {
    }

    GFSDK_SSAO_Status Init(ID3D11RenderTargetView* pInputRTV)
    {
        if (!pInputRTV)
        {
            return GFSDK_SSAO_NULL_ARGUMENT;
        }

        D3D11_TEXTURE2D_DESC TextureDesc;
        GFSDK::SSAO::D3D11::TextureUtil::GetDesc(pInputRTV, &TextureDesc);

        pRTV = pInputRTV;
        Width = TextureDesc.Width;
        Height = TextureDesc.Height;
        SampleCount = TextureDesc.SampleDesc.Count;

        return GFSDK_SSAO_OK;
    }

    bool IsSet()
    {
        return (pRTV != NULL);
    }

    ID3D11RenderTargetView* pRTV;
};

struct UserTextureDSV : public SSAO::UserTextureDesc
{
    UserTextureDSV()
        : pDSV(NULL)
    {
    }

    GFSDK_SSAO_Status Init(ID3D11DepthStencilView* pInputDSV)
    {
        if (!pInputDSV)
        {
            return GFSDK_SSAO_NULL_ARGUMENT;
        }

        D3D11_TEXTURE2D_DESC TextureDesc;
        GFSDK::SSAO::D3D11::TextureUtil::GetDesc(pInputDSV, &TextureDesc);

        pDSV = pInputDSV;
        Width = TextureDesc.Width;
        Height = TextureDesc.Height;
        SampleCount = TextureDesc.SampleDesc.Count;

        return GFSDK_SSAO_OK;
    }

    bool IsSet()
    {
        return (pDSV != NULL);
    }

    ID3D11DepthStencilView* pDSV;
};

} // namespace D3D11
#endif // SUPPORT_D3D11

//--------------------------------------------------------------------------------
#if SUPPORT_D3D12
namespace D3D12
{

struct UserTextureSRV : public SSAO::UserTextureDesc
{
    UserTextureSRV()
    {
        SRV.pResource = NULL;
        SRV.GpuHandle.ptr = ~0ull;
    }

    GFSDK_SSAO_Status Init(const GFSDK_SSAO_ShaderResourceView_D3D12* pInputSRV)
    {
        if (!pInputSRV)
        {
            return GFSDK_SSAO_NULL_ARGUMENT;
        }

        D3D12_RESOURCE_DESC TextureDesc;
        GFSDK::SSAO::D3D12::TextureUtil::GetDesc(pInputSRV->pResource, &TextureDesc);

        SRV = *pInputSRV;
        Width = (UINT)TextureDesc.Width;
        Height = (UINT)TextureDesc.Height;
        SampleCount = TextureDesc.SampleDesc.Count;

        return GFSDK_SSAO_OK;
    }

    bool IsSet()
    {
        return (SRV.pResource != NULL);
    }

    ShaderResourceView SRV;
};

struct UserTextureRTV : public SSAO::UserTextureDesc
{
    UserTextureRTV()
        : Format(DXGI_FORMAT_UNKNOWN)
    {
    }

    GFSDK_SSAO_Status Init(const GFSDK_SSAO_RenderTargetView_D3D12* pRenderTargetView)
    {
        if (!pRenderTargetView || !pRenderTargetView->CpuHandle)
        {
            return GFSDK_SSAO_NULL_ARGUMENT;
        }

        D3D12_CPU_DESCRIPTOR_HANDLE Handle = { pRenderTargetView->CpuHandle };
        D3D12_RESOURCE_DESC ResourceDesc;
        SSAO::D3D12::TextureUtil::GetDesc(pRenderTargetView->pResource, &ResourceDesc);

        RTV = *pRenderTargetView;
        Width = (UINT)ResourceDesc.Width;
        Height = (UINT)ResourceDesc.Height;
        SampleCount = ResourceDesc.SampleDesc.Count;
        Format = ResourceDesc.Format;

        return GFSDK_SSAO_OK;
    }

    RenderTargetView RTV;
    DXGI_FORMAT Format;
};

} // namespace D3D12
#endif // SUPPORT_D3D12

} // namespace SSAO
} // namespace GFSDK