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| author | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
| commit | 636807e68a85a978473764d171ed0c7cc36f9be6 (patch) | |
| tree | 784a3d4fa8f48b4c085dd959678505b2af12f425 /src/Renderer_DX12.h | |
| parent | Remove test folder (diff) | |
| download | hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.tar.xz hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.zip | |
HBAO+ 4.0.0.23740451
Diffstat (limited to 'src/Renderer_DX12.h')
| -rw-r--r-- | src/Renderer_DX12.h | 35 |
1 files changed, 14 insertions, 21 deletions
diff --git a/src/Renderer_DX12.h b/src/Renderer_DX12.h index 724a6e6..fa2100d 100644 --- a/src/Renderer_DX12.h +++ b/src/Renderer_DX12.h @@ -1,5 +1,5 @@ /* -* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. +* 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 @@ -16,7 +16,6 @@ #include "OutputInfo.h" #include "ProjectionMatrixInfo.h" #include "RandomTexture.h" -#include "RenderOptions.h" #include "RenderTargets_DX12.h" #include "Shaders_DX12.h" #include "PipelineStateObjects_DX12.h" @@ -81,10 +80,20 @@ public: // private: + Generated::ShaderPermutations::NUM_STEPS GetNumStepsPermutation() + { + return (m_Options.StepCount == GFSDK_SSAO_STEP_COUNT_4) ? Generated::ShaderPermutations::NUM_STEPS_4 : + Generated::ShaderPermutations::NUM_STEPS_8; + } + Generated::ShaderPermutations::DEPTH_LAYER_COUNT GetDepthLayerCountPermutation() + { + return (m_Options.EnableDualLayerAO) ? Generated::ShaderPermutations::DEPTH_LAYER_COUNT_2 : + Generated::ShaderPermutations::DEPTH_LAYER_COUNT_1; + } Generated::ShaderPermutations::RESOLVE_DEPTH GetResolveDepthPermutation() { - return (m_InputDepth.Texture.SampleCount == 1) ? Generated::ShaderPermutations::RESOLVE_DEPTH_0 : - Generated::ShaderPermutations::RESOLVE_DEPTH_1; + return (m_InputDepth.Texture0.SampleCount == 1) ? Generated::ShaderPermutations::RESOLVE_DEPTH_0 : + Generated::ShaderPermutations::RESOLVE_DEPTH_1; } Generated::ShaderPermutations::FETCH_GBUFFER_NORMAL GetFetchNormalPermutation() { @@ -92,21 +101,6 @@ private: (m_InputNormal.Texture.SampleCount == 1) ? Generated::ShaderPermutations::FETCH_GBUFFER_NORMAL_1 : Generated::ShaderPermutations::FETCH_GBUFFER_NORMAL_2; } - Generated::ShaderPermutations::ENABLE_FOREGROUND_AO GetEnableForegroundAOPermutation() - { - return (m_Options.EnableForegroundAO) ? Generated::ShaderPermutations::ENABLE_FOREGROUND_AO_1 : - Generated::ShaderPermutations::ENABLE_FOREGROUND_AO_0; - } - Generated::ShaderPermutations::ENABLE_BACKGROUND_AO GetEnableBackgroundAOPermutation() - { - return (m_Options.EnableBackgroundAO) ? Generated::ShaderPermutations::ENABLE_BACKGROUND_AO_1 : - Generated::ShaderPermutations::ENABLE_BACKGROUND_AO_0; - } - Generated::ShaderPermutations::ENABLE_DEPTH_THRESHOLD GetEnableDepthThresholdPermutation() - { - return (m_Options.EnableDepthThreshold) ? Generated::ShaderPermutations::ENABLE_DEPTH_THRESHOLD_1 : - Generated::ShaderPermutations::ENABLE_DEPTH_THRESHOLD_0; - } Generated::ShaderPermutations::ENABLE_BLUR GetEnableBlurPermutation() { return (m_Options.Blur.Enable) ? Generated::ShaderPermutations::ENABLE_BLUR_1 : @@ -174,9 +168,8 @@ private: GFSDK::SSAO::D3D12::Shaders m_Shaders; GFSDK::SSAO::D3D12::States m_States; GFSDK::SSAO::D3D12::RandomTexture m_RandomTexture; - GFSDK::SSAO::RenderOptions m_Options; + GFSDK_SSAO_Parameters m_Options; GFSDK::SSAO::Viewports m_Viewports; - ShaderResourceView m_FullResViewDepthSRV; GFSDK::SSAO::BuildVersion m_BuildVersion; GFSDK_SSAO_CustomHeap m_NewDelete; |