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| author | lbavoil <[email protected]> | 2016-03-25 13:01:54 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2016-03-25 13:01:54 +0100 |
| commit | 99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c (patch) | |
| tree | fbcd4260d6c953d569a887505336a1c3f202e10f /src/States_DX11.cpp | |
| download | hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.tar.xz hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.zip | |
GFSDK_HBAO+_distro_r3.0_cl20573789
Diffstat (limited to 'src/States_DX11.cpp')
| -rw-r--r-- | src/States_DX11.cpp | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/src/States_DX11.cpp b/src/States_DX11.cpp new file mode 100644 index 0000000..75dab26 --- /dev/null +++ b/src/States_DX11.cpp @@ -0,0 +1,191 @@ +/* +* 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. +*/ + +#if SUPPORT_D3D11 + +#include "States_DX11.h" + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D11::States::CreateBlendStates(ID3D11Device* pD3DDevice) +{ + // + // Create BlendState_Disabled + // + + D3D11_BLEND_DESC BlendStateDesc; + BlendStateDesc.AlphaToCoverageEnable = FALSE; + BlendStateDesc.IndependentBlendEnable = TRUE; + + for (UINT i = 0; i < SIZEOF_ARRAY(BlendStateDesc.RenderTarget); ++i) + { + BlendStateDesc.RenderTarget[i].BlendEnable = FALSE; + BlendStateDesc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + } + + SAFE_D3D_CALL( pD3DDevice->CreateBlendState(&BlendStateDesc, &m_pBlendState_Disabled) ); + + // + // Create BlendState_Multiply_PreserveAlpha + // + + BlendStateDesc.RenderTarget[0].BlendEnable = TRUE; + BlendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE; + BlendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ZERO; + BlendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_SRC_COLOR; + BlendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + BlendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO; + BlendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; + BlendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + + SAFE_D3D_CALL( pD3DDevice->CreateBlendState(&BlendStateDesc, &m_pBlendState_Multiply_PreserveAlpha) ); + + // + // Create BlendState_Disabled_PreserveAlpha + // + + BlendStateDesc.RenderTarget[0].BlendEnable = FALSE; + + SAFE_D3D_CALL( pD3DDevice->CreateBlendState(&BlendStateDesc, &m_pBlendState_Disabled_PreserveAlpha) ); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D11::States::CreateDepthStencilStates(ID3D11Device* pD3DDevice) +{ + // + // Create DepthStencilState_Disabled + // + + static D3D11_DEPTH_STENCIL_DESC DepthStencilDesc = + {0x0, //DepthEnable + D3D11_DEPTH_WRITE_MASK_ZERO, //DepthWriteMask + D3D11_COMPARISON_NEVER, //DepthFunc + 0x0, //StencilEnable + 0xFF, //StencilReadMask + 0xFF, //StencilWriteMask + + {D3D11_STENCIL_OP_KEEP, //StencilFailOp + D3D11_STENCIL_OP_KEEP, //StencilDepthFailOp + D3D11_STENCIL_OP_KEEP, //StencilPassOp + D3D11_COMPARISON_ALWAYS //StencilFunc + }, //FrontFace + + {D3D11_STENCIL_OP_KEEP, //StencilFailOp + D3D11_STENCIL_OP_KEEP, //StencilDepthFailOp + D3D11_STENCIL_OP_KEEP, //StencilPassOp + D3D11_COMPARISON_ALWAYS //StencilFunc + } //BackFace + }; + + SAFE_D3D_CALL( pD3DDevice->CreateDepthStencilState(&DepthStencilDesc, &m_pDepthStencilState_Disabled) ); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D11::States::CreateRasterizerStates(ID3D11Device* pD3DDevice) +{ + // + // Create RasterizerState_Fullscreen_NoScissor + // + + static D3D11_RASTERIZER_DESC D3D11_RASTERIZER_DESC_0 = + {D3D11_FILL_SOLID, //FillMode + D3D11_CULL_BACK, //CullMode + 0x0, //FrontCounterClockwise + 0x0/*0.000000f*/, //DepthBias + 0.f, //DepthBiasClamp + 0.f, //SlopeScaledDepthBias + 0x1, //DepthClipEnable + 0x0, //ScissorEnable + 0x0, //MultisampleEnable + 0x0 //AntialiasedLineEnable + }; + + SAFE_D3D_CALL( pD3DDevice->CreateRasterizerState(&D3D11_RASTERIZER_DESC_0, &m_pRasterizerState_Fullscreen_NoScissor) ); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D11::States::CreateSamplerStates(ID3D11Device* pD3DDevice) +{ + // + // Create SamplerState_PointClamp + // + + D3D11_SAMPLER_DESC SamplerDesc; + memset(&SamplerDesc, 0, sizeof(SamplerDesc)); + SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + SamplerDesc.MipLODBias = 0.0f; + SamplerDesc.MaxAnisotropy = 1; + SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; + SamplerDesc.BorderColor[0] = -D3D11_FLOAT32_MAX; + SamplerDesc.MinLOD = 0; + SamplerDesc.MaxLOD = 0; + + SAFE_D3D_CALL( pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_PointClamp) ); + + // + // Create SamplerState_PointBorder + // + + SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER; + SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER; + + SAFE_D3D_CALL( pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_PointBorder) ); + + // + // Create SamplerState_LinearClamp + // + + SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; + SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + + SAFE_D3D_CALL( pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_LinearClamp) ); + +#if ENABLE_DEBUG_MODES + // + // Create SamplerState_PointWrap + // + + SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + + SAFE_D3D_CALL( pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_PointWrap) ); +#endif +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D11::States::Create(ID3D11Device* pD3DDevice) +{ + CreateBlendStates(pD3DDevice); + CreateDepthStencilStates(pD3DDevice); + CreateRasterizerStates(pD3DDevice); + CreateSamplerStates(pD3DDevice); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D11::States::Release() +{ + SAFE_RELEASE(m_pBlendState_Disabled); + SAFE_RELEASE(m_pBlendState_Multiply_PreserveAlpha); + SAFE_RELEASE(m_pBlendState_Disabled_PreserveAlpha); + SAFE_RELEASE(m_pDepthStencilState_Disabled); + SAFE_RELEASE(m_pRasterizerState_Fullscreen_NoScissor); + SAFE_RELEASE(m_pSamplerState_PointClamp); + SAFE_RELEASE(m_pSamplerState_PointBorder); + SAFE_RELEASE(m_pSamplerState_LinearClamp); +#if ENABLE_DEBUG_MODES + SAFE_RELEASE(m_pSamplerState_PointWrap); +#endif +} + +#endif // SUPPORT_D3D11 |