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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_DX12.h | |
| download | hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.tar.xz hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.zip | |
GFSDK_HBAO+_distro_r3.0_cl20573789
Diffstat (limited to 'src/States_DX12.h')
| -rw-r--r-- | src/States_DX12.h | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/src/States_DX12.h b/src/States_DX12.h new file mode 100644 index 0000000..adf7bb8 --- /dev/null +++ b/src/States_DX12.h @@ -0,0 +1,95 @@ +/* +* 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_D3D12 + +#pragma once +#include "Common.h" + +namespace GFSDK +{ +namespace SSAO +{ +namespace D3D12 +{ + +//-------------------------------------------------------------------------------- +class States +{ +public: + States() + { + } + + void Create(GFSDK_D3D12_GraphicsContext* pD3DDevice); + void Release(); + + D3D12_BLEND_DESC* GetBlendStateMultiplyPreserveAlpha() + { + return &m_pBlendState_Multiply_PreserveAlpha; + } + D3D12_BLEND_DESC* GetBlendStateDisabledPreserveAlpha() + { + return &m_pBlendState_Disabled_PreserveAlpha; + } + D3D12_BLEND_DESC* GetBlendStateDisabled() + { + return &m_pBlendState_Disabled; + } + D3D12_DEPTH_STENCIL_DESC* GetDepthStencilStateDisabled() + { + return &m_pDepthStencilState_Disabled; + } + D3D12_RASTERIZER_DESC* GetRasterizerStateFullscreenNoScissor() + { + return &m_pRasterizerState_Fullscreen_NoScissor; + } + D3D12_SAMPLER_DESC& GetSamplerStatePointClamp() + { + return m_pSamplerState_PointClamp; + } + D3D12_SAMPLER_DESC& GetSamplerStatePointBorder() + { + return m_pSamplerState_PointBorder; + } + D3D12_SAMPLER_DESC& GetSamplerStateLinearClamp() + { + return m_pSamplerState_LinearClamp; + } +#if ENABLE_DEBUG_MODES + D3D12_SAMPLER_DESC& GetSamplerStatePointWrap() + { + return m_pSamplerState_PointWrap; + } +#endif + +private: + void CreateBlendStates(); + void CreateDepthStencilStates(); + void CreateRasterizerStates(); + void CreateSamplerStates(); + + D3D12_BLEND_DESC m_pBlendState_Disabled; + D3D12_BLEND_DESC m_pBlendState_Multiply_PreserveAlpha; + D3D12_BLEND_DESC m_pBlendState_Disabled_PreserveAlpha; + D3D12_DEPTH_STENCIL_DESC m_pDepthStencilState_Disabled; + D3D12_RASTERIZER_DESC m_pRasterizerState_Fullscreen_NoScissor; + D3D12_SAMPLER_DESC m_pSamplerState_PointClamp; + D3D12_SAMPLER_DESC m_pSamplerState_PointBorder; + D3D12_SAMPLER_DESC m_pSamplerState_LinearClamp; +#if ENABLE_DEBUG_MODES + D3D12_SAMPLER_DESC m_pSamplerState_PointWrap; +#endif +}; + +} // namespace D3D12 +} // namespace SSAO +} // namespace GFSDK +#endif // SUPPORT_D3D12 |