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Diffstat (limited to 'src/States_DX12.cpp')
| -rw-r--r-- | src/States_DX12.cpp | 200 |
1 files changed, 200 insertions, 0 deletions
diff --git a/src/States_DX12.cpp b/src/States_DX12.cpp new file mode 100644 index 0000000..9ecc623 --- /dev/null +++ b/src/States_DX12.cpp @@ -0,0 +1,200 @@ +/* +* 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 + +#include "States_DX12.h" + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D12::States::CreateBlendStates() +{ + // + // Create BlendState_Disabled + // + + D3D12_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 = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + m_pBlendState_Disabled = BlendStateDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateBlendState(&BlendStateDesc, &m_pBlendState_Disabled)); + + // + // Create BlendState_Multiply_PreserveAlpha + // + + BlendStateDesc.RenderTarget[0].BlendEnable = TRUE; + BlendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE; + BlendStateDesc.RenderTarget[0].SrcBlend = D3D12_BLEND_ZERO; + BlendStateDesc.RenderTarget[0].DestBlend = D3D12_BLEND_SRC_COLOR; + BlendStateDesc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + BlendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ZERO; + BlendStateDesc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ONE; + BlendStateDesc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + + m_pBlendState_Multiply_PreserveAlpha = BlendStateDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateBlendState(&BlendStateDesc, &m_pBlendState_Multiply_PreserveAlpha)); + + // + // Create BlendState_Disabled_PreserveAlpha + // + + BlendStateDesc.RenderTarget[0].BlendEnable = FALSE; + + m_pBlendState_Disabled_PreserveAlpha = BlendStateDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateBlendState(&BlendStateDesc, &m_pBlendState_Disabled_PreserveAlpha)); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D12::States::CreateDepthStencilStates() +{ + // + // Create DepthStencilState_Disabled + // + + static D3D12_DEPTH_STENCIL_DESC DepthStencilDesc = + { 0x0, //DepthEnable + D3D12_DEPTH_WRITE_MASK_ZERO, //DepthWriteMask + D3D12_COMPARISON_FUNC_NEVER, //DepthFunc + 0x0, //StencilEnable + 0xFF, //StencilReadMask + 0xFF, //StencilWriteMask + + { D3D12_STENCIL_OP_KEEP, //StencilFailOp + D3D12_STENCIL_OP_KEEP, //StencilDepthFailOp + D3D12_STENCIL_OP_KEEP, //StencilPassOp + D3D12_COMPARISON_FUNC_ALWAYS //StencilFunc + }, //FrontFace + + { D3D12_STENCIL_OP_KEEP, //StencilFailOp + D3D12_STENCIL_OP_KEEP, //StencilDepthFailOp + D3D12_STENCIL_OP_KEEP, //StencilPassOp + D3D12_COMPARISON_FUNC_ALWAYS //StencilFunc + } //BackFace + }; + + m_pDepthStencilState_Disabled = DepthStencilDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateDepthStencilState(&DepthStencilDesc, &m_pDepthStencilState_Disabled)); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D12::States::CreateRasterizerStates() +{ + // + // Create RasterizerState_Fullscreen_NoScissor + // + + static D3D12_RASTERIZER_DESC D3D12_RASTERIZER_DESC_0 = + { D3D12_FILL_MODE_SOLID, //FillMode + D3D12_CULL_MODE_BACK, //CullMode + 0x0, //FrontCounterClockwise + 0x0/*0.000000f*/, //DepthBias + 0.f, //DepthBiasClamp + 0.f, //SlopeScaledDepthBias + 0x1, //DepthClipEnable + 0x0, //ScissorEnable + 0x0, //MultisampleEnable + 0x0 //AntialiasedLineEnable + }; + + m_pRasterizerState_Fullscreen_NoScissor = D3D12_RASTERIZER_DESC_0; + //SAFE_D3D_CALL(pD3DDevice->CreateRasterizerState(&D3D12_RASTERIZER_DESC_0, &m_pRasterizerState_Fullscreen_NoScissor)); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D12::States::CreateSamplerStates() +{ + // + // Create SamplerState_PointClamp + // + + D3D12_SAMPLER_DESC SamplerDesc; + memset(&SamplerDesc, 0, sizeof(SamplerDesc)); + SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;; + SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + SamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + SamplerDesc.MipLODBias = 0.0f; + SamplerDesc.MaxAnisotropy = 1; + SamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; + SamplerDesc.BorderColor[0] = -D3D12_FLOAT32_MAX; + SamplerDesc.MinLOD = 0; + SamplerDesc.MaxLOD = 0; + + m_pSamplerState_PointClamp = SamplerDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_PointClamp)); + + // + // Create SamplerState_PointBorder + // + + SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER; + SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER; + + m_pSamplerState_PointBorder = SamplerDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_PointBorder)); + + // + // Create SamplerState_LinearClamp + // + + SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; + SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + + m_pSamplerState_LinearClamp = SamplerDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_LinearClamp)); + +#if ENABLE_DEBUG_MODES + // + // Create SamplerState_PointWrap + // + + SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + + m_pSamplerState_PointWrap = SamplerDesc; + //SAFE_D3D_CALL(pD3DDevice->CreateSamplerState(&SamplerDesc, &m_pSamplerState_PointWrap)); +#endif +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D12::States::Create(GFSDK_D3D12_GraphicsContext* pD3DDevice) +{ + CreateBlendStates(); + CreateDepthStencilStates(); + CreateRasterizerStates(); + CreateSamplerStates(); +} + +//-------------------------------------------------------------------------------- +void GFSDK::SSAO::D3D12::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_D3D12 |