// This code contains NVIDIA Confidential Information and is disclosed // under the Mutual Non-Disclosure Agreement. // // Notice // ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES // NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. // // NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. No third party distribution is allowed unless // expressly authorized by NVIDIA. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright © 2008-2015 NVIDIA Corporation. All rights reserved. // // NVIDIA Corporation and its licensors retain all intellectual property and proprietary // rights in and to this software and 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. // #pragma once #include "GFSDK_SSAO.h" #include #include namespace GFSDK { namespace SSAO { namespace D3D11 { class InputDumpWriter { public: static const UINT FILE_VERSION = 5; enum Status { STATUS_NULL_ARGUMENT, STATUS_UNSUPPORTED_TEXTURE_SAMPLE_COUNT, STATUS_UNSUPPORTED_TEXTURE_ARRAY_SIZE, STATUS_UNSUPPORTED_TEXTURE_MIP_COUNT, STATUS_FOPEN_FAILED, STATUS_FWRITE_FAILED, STATUS_CREATE_TEXTURE_FAILED, STATUS_MAP_TEXTURE_FAILED, STATUS_OK, }; InputDumpWriter() : m_pFile(NULL) , m_pBaseTexture(NULL) , m_pStagingTexture(NULL) { } ~InputDumpWriter() { SafeCloseFile(); SAFE_RELEASE(m_pBaseTexture); SAFE_RELEASE(m_pStagingTexture); } #define WRITE_STRUCT(S)\ {\ UINT StructSize = sizeof(S);\ if (fwrite(&StructSize, sizeof(StructSize), 1, m_pFile) != 1)\ {\ return STATUS_FWRITE_FAILED;\ }\ if (fwrite(&S, sizeof(S), 1, m_pFile) != 1)\ {\ return STATUS_FWRITE_FAILED;\ }\ } Status Write( ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, const GFSDK_SSAO_InputData_D3D11* pInputData, const GFSDK_SSAO_Parameters* pParameters, const char* pFilename) { if (!pDevice || !pDeviceContext || !pInputData || !pParameters || !pFilename) { return STATUS_NULL_ARGUMENT; } SafeCloseFile(); if (fopen_s(&m_pFile, pFilename, "wb") || !m_pFile) { return STATUS_FOPEN_FAILED; } const UINT FileVersion = FILE_VERSION; if (fwrite(&FileVersion, sizeof(FileVersion), 1, m_pFile) != 1) { return STATUS_FWRITE_FAILED; } const GFSDK_SSAO_Version BuildVersion; WRITE_STRUCT(BuildVersion); GFSDK_SSAO_InputDepthData InputDepthData = pInputData->DepthData; WRITE_STRUCT(InputDepthData); GFSDK_SSAO_InputNormalData InputNormalData = pInputData->NormalData; WRITE_STRUCT(InputNormalData); GFSDK_SSAO_Parameters Parameters = *pParameters; WRITE_STRUCT(Parameters); InputDumpWriter::Status Status = WriteTexture(pDevice, pDeviceContext, pInputData->DepthData.pFullResDepthTextureSRV); if (Status != GFSDK_SSAO_OK) { return Status; } if (pInputData->NormalData.Enable) { Status = WriteTexture(pDevice, pDeviceContext, pInputData->NormalData.pFullResNormalTextureSRV); if (Status != GFSDK_SSAO_OK) { return Status; } } return STATUS_OK; } private: void SafeCloseFile() { if (m_pFile) { fclose(m_pFile); m_pFile = NULL; } } static void GetTextureDesc(ID3D11ShaderResourceView* pSRV, D3D11_TEXTURE2D_DESC* pTextureDesc) { ID3D11Texture2D* pBaseTexture; pSRV->GetResource((ID3D11Resource**)&pBaseTexture); pBaseTexture->GetDesc(pTextureDesc); SAFE_RELEASE(pBaseTexture); } bool CreateStagingTexture( ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, ID3D11ShaderResourceView* pSRV) { SAFE_RELEASE(m_pBaseTexture); pSRV->GetResource((ID3D11Resource**)&m_pBaseTexture); D3D11_TEXTURE2D_DESC TextureDesc; m_pBaseTexture->GetDesc(&TextureDesc); assert(TextureDesc.SampleDesc.Count == 1); assert(TextureDesc.ArraySize == 1); assert(TextureDesc.MipLevels == 1); D3D11_TEXTURE2D_DESC StagingTextureDesc = TextureDesc; StagingTextureDesc.Usage = D3D11_USAGE_STAGING; StagingTextureDesc.BindFlags = 0; StagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; StagingTextureDesc.MiscFlags = 0; SAFE_RELEASE(m_pStagingTexture); if (pDevice->CreateTexture2D(&StagingTextureDesc, NULL, &m_pStagingTexture) != S_OK) { return false; } pDeviceContext->CopyResource(m_pStagingTexture, m_pBaseTexture); return true; } Status WriteTexture( ID3D11Device* pDevice, ID3D11DeviceContext* pDeviceContext, ID3D11ShaderResourceView* pSRV) { if (!pSRV) { return STATUS_NULL_ARGUMENT; } D3D11_SHADER_RESOURCE_VIEW_DESC SrvDesc; pSRV->GetDesc(&SrvDesc); D3D11_TEXTURE2D_DESC TextureDesc; GetTextureDesc(pSRV, &TextureDesc); if (TextureDesc.SampleDesc.Count != 1) { return STATUS_UNSUPPORTED_TEXTURE_SAMPLE_COUNT; } if (TextureDesc.ArraySize != 1) { return STATUS_UNSUPPORTED_TEXTURE_ARRAY_SIZE; } if (TextureDesc.MipLevels != 1) { return STATUS_UNSUPPORTED_TEXTURE_MIP_COUNT; } if (!CreateStagingTexture(pDevice, pDeviceContext, pSRV)) { return STATUS_CREATE_TEXTURE_FAILED; } D3D11_MAPPED_SUBRESOURCE LockedRect; if (pDeviceContext->Map(m_pStagingTexture, 0, D3D11_MAP_READ, 0, &LockedRect) != S_OK) { return STATUS_MAP_TEXTURE_FAILED; } if (fwrite(&TextureDesc, sizeof(TextureDesc), 1, m_pFile) != 1) { return STATUS_FWRITE_FAILED; } if (fwrite(&SrvDesc, sizeof(SrvDesc), 1, m_pFile) != 1) { return STATUS_FWRITE_FAILED; } if (fwrite(&LockedRect.RowPitch, sizeof(LockedRect.RowPitch), 1, m_pFile) != 1) { return STATUS_FWRITE_FAILED; } if (fwrite(LockedRect.pData, TextureDesc.Height * LockedRect.RowPitch, 1, m_pFile) != 1) { return STATUS_FWRITE_FAILED; } pDeviceContext->Unmap(m_pStagingTexture, 0); return STATUS_OK; } FILE* m_pFile; ID3D11Texture2D* m_pBaseTexture; ID3D11Texture2D* m_pStagingTexture; }; } // namespace D3D11 } // namespace SSAO } // namespace GFSDK