/* * Copyright (c) 2008-2017, 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. */ #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