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authorlbavoil <[email protected]>2018-03-15 11:08:34 +0100
committerlbavoil <[email protected]>2018-03-15 11:08:34 +0100
commit636807e68a85a978473764d171ed0c7cc36f9be6 (patch)
tree784a3d4fa8f48b4c085dd959678505b2af12f425 /src/Renderer_DX12.h
parentRemove test folder (diff)
downloadhbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.tar.xz
hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.zip
HBAO+ 4.0.0.23740451
Diffstat (limited to 'src/Renderer_DX12.h')
-rw-r--r--src/Renderer_DX12.h35
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;