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authorlbavoil <[email protected]>2016-03-25 13:01:54 +0100
committerlbavoil <[email protected]>2016-03-25 13:01:54 +0100
commit99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c (patch)
treefbcd4260d6c953d569a887505336a1c3f202e10f /src/InputViewport.h
downloadhbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.tar.xz
hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.zip
GFSDK_HBAO+_distro_r3.0_cl20573789
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+/*
+* Copyright (c) 2008-2016, 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 "UserTexture.h"
+
+namespace GFSDK
+{
+namespace SSAO
+{
+
+#if !SUPPORT_D3D11
+struct D3D11_VIEWPORT
+{
+ FLOAT TopLeftX;
+ FLOAT TopLeftY;
+ FLOAT Width;
+ FLOAT Height;
+ FLOAT MinDepth;
+ FLOAT MaxDepth;
+};
+#endif
+
+#if SUPPORT_D3D12
+struct InputViewport : public D3D12_VIEWPORT
+#else
+struct InputViewport : public D3D11_VIEWPORT
+#endif
+{
+ InputViewport()
+ {
+ ZERO_STRUCT(*this);
+ }
+
+ static bool HasValidDimensions(const GFSDK_SSAO_InputViewport& V)
+ {
+ return (V.Width != 0 && V.Height != 0);
+ }
+
+ static bool HasValidDepthRange(const GFSDK_SSAO_InputViewport& V)
+ {
+ // According to the DX11 spec:
+ // Viewport MinDepth and MaxDepth must both be in the range [0.0f...1.0f], and MinDepth must be less-than or equal-to MaxDepth.
+ // Viewport parameters are validated in the runtime such that values outside these ranges will never be passed to the DDI.
+ return (V.MinDepth >= 0.f && V.MinDepth <= 1.f &&
+ V.MaxDepth >= 0.f && V.MaxDepth <= 1.f &&
+ V.MinDepth <= V.MaxDepth);
+ }
+
+ static bool CoversFullTexture(const GFSDK_SSAO_InputViewport& V, const SSAO::UserTextureDesc& Texture)
+ {
+ return (V.TopLeftX == 0.f &&
+ V.TopLeftY == 0.f &&
+ V.Width == (FLOAT)Texture.Width &&
+ V.Height == (FLOAT)Texture.Height);
+ }
+
+ GFSDK_SSAO_Status Init(const GFSDK_SSAO_InputViewport& Viewport, const SSAO::UserTextureDesc& Texture)
+ {
+ if (!Viewport.Enable)
+ {
+ return InitFromTexture(Texture);
+ }
+
+ return InitFromViewport(Viewport, Texture);
+ }
+
+ GFSDK_SSAO_Status InitFromTexture(const GFSDK_SSAO_InputViewport& Viewport, const SSAO::UserTextureDesc& Texture)
+ {
+ if (Viewport.Enable)
+ {
+ return GFSDK_SSAO_GL_UNSUPPORTED_VIEWPORT;
+ }
+
+ return InitFromTexture(Texture);
+ }
+
+ bool RectCoversFullInputTexture;
+
+private:
+ GFSDK_SSAO_Status InitFromTexture(const SSAO::UserTextureDesc& Texture)
+ {
+ TopLeftX = 0.f;
+ TopLeftY = 0.f;
+ Width = FLOAT(Texture.Width);
+ Height = FLOAT(Texture.Height);
+ MinDepth = 0.f;
+ MaxDepth = 1.f;
+ RectCoversFullInputTexture = true;
+
+ return GFSDK_SSAO_OK;
+ }
+
+ GFSDK_SSAO_Status InitFromViewport(const GFSDK_SSAO_InputViewport& Viewport, const SSAO::UserTextureDesc& Texture)
+ {
+ if (!HasValidDimensions(Viewport))
+ {
+ return GFSDK_SSAO_INVALID_VIEWPORT_DIMENSIONS;
+ }
+
+ if (!HasValidDepthRange(Viewport))
+ {
+ return GFSDK_SSAO_INVALID_VIEWPORT_DEPTH_RANGE;
+ }
+
+ TopLeftX = (FLOAT)Viewport.TopLeftX;
+ TopLeftY = (FLOAT)Viewport.TopLeftY;
+ Width = (FLOAT)Viewport.Width;
+ Height = (FLOAT)Viewport.Height;
+ MinDepth = Viewport.MinDepth;
+ MaxDepth = Viewport.MaxDepth;
+
+ Width = Min(Width, FLOAT(Texture.Width) - TopLeftX);
+ Height = Min(Height, FLOAT(Texture.Height) - TopLeftY);
+
+ RectCoversFullInputTexture = CoversFullTexture(Viewport, Texture);
+
+ return GFSDK_SSAO_OK;
+ }
+};
+
+} // namespace SSAO
+} // namespace GFSDK