// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // 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. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, 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. 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 (c) 2008-2021 NVIDIA Corporation. All rights reserved. #pragma once #include "Common.h" namespace GFSDK { namespace SSAO { namespace D3D11 { #if SUPPORT_D3D11 //-------------------------------------------------------------------------------- class AppState { public: AppState() { memset(this, 0, sizeof(*this)); } void Save(ID3D11DeviceContext* pDeviceContext); void Restore(ID3D11DeviceContext* pDeviceContext); static void UnbindSRVs(ID3D11DeviceContext* pDeviceContext); private: static const int NumPSShaderResourceViews = 4; static const int NumPSSamplers = 2; static const int NumGSConstantBuffers = 4; static const int NumPSConstantBuffers = 4; static const int NumRenderTargetViews = 8; D3D11_VIEWPORT Viewport; D3D11_PRIMITIVE_TOPOLOGY Topology; ID3D11InputLayout* pInputLayout; ID3D11RasterizerState* pRasterizerState; ID3D11VertexShader* pVS; ID3D11HullShader* pHS; ID3D11DomainShader* pDS; ID3D11GeometryShader* pGS; ID3D11PixelShader* pPS; ID3D11ComputeShader* pCS; ID3D11ShaderResourceView* pPSShaderResourceViews[NumPSShaderResourceViews]; ID3D11SamplerState* pPSSamplers[NumPSSamplers]; ID3D11Buffer* pGSConstantBuffers[NumGSConstantBuffers]; ID3D11Buffer* pPSConstantBuffers[NumPSConstantBuffers]; ID3D11DepthStencilState* pDepthStencilState; UINT StencilRef; ID3D11BlendState* pBlendState; FLOAT BlendFactor[4]; UINT SampleMask; ID3D11RenderTargetView* pRenderTargetViews[NumRenderTargetViews]; ID3D11DepthStencilView* pDepthStencilView; }; #endif // SUPPORT_D3D11 } // namespace D3D11 } // namespace SSAO } // namespace GFSDK