// 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" #include "ProjectionMatrixInfo.h" #include "UserTexture.h" #include "InputViewport.h" #include "TextureUtil.h" namespace GFSDK { namespace SSAO { //-------------------------------------------------------------------------------- struct InputDepthInfo { InputDepthInfo() : DepthTextureType(GFSDK_SSAO_HARDWARE_DEPTHS) , MetersToViewSpaceUnits(0.f) { } GFSDK_SSAO_DepthTextureType DepthTextureType; FLOAT MetersToViewSpaceUnits; SSAO::ProjectionMatrixInfo ProjectionMatrixInfo; SSAO::InputViewport Viewport; }; //-------------------------------------------------------------------------------- #if SUPPORT_D3D11 namespace D3D11 { struct InputDepthInfo : SSAO::InputDepthInfo { InputDepthInfo() : SSAO::InputDepthInfo() { } GFSDK_SSAO_Status SetData(const GFSDK_SSAO_InputDepthData_D3D11& DepthData) { GFSDK_SSAO_Status Status; Status = ProjectionMatrixInfo.Init(DepthData.ProjectionMatrix, API_D3D11); if (Status != GFSDK_SSAO_OK) { return Status; } Status = Texture0.Init(DepthData.pFullResDepthTextureSRV); if (Status != GFSDK_SSAO_OK) { return Status; } if (DepthData.pFullResDepthTexture2ndLayerSRV) // the second texture can be nullptr if DualLayer is not enabled { Status = Texture1.Init(DepthData.pFullResDepthTexture2ndLayerSRV); if (Status != GFSDK_SSAO_OK) { return Status; } if (Texture1.Width != Texture0.Width || Texture1.Height != Texture0.Height) { return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION; } if (Texture1.SampleCount != Texture0.SampleCount) { return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION; } } Status = Viewport.Init(DepthData.Viewport, Texture0); if (Status != GFSDK_SSAO_OK) { return Status; } DepthTextureType = DepthData.DepthTextureType; MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f); return GFSDK_SSAO_OK; } SSAO::D3D11::UserTextureSRV Texture0; SSAO::D3D11::UserTextureSRV Texture1; }; } // namespace D3D11 #endif // SUPPORT_D3D11 //-------------------------------------------------------------------------------- #if SUPPORT_D3D12 namespace D3D12 { struct InputDepthInfo : SSAO::InputDepthInfo { InputDepthInfo() : SSAO::InputDepthInfo() { } GFSDK_SSAO_Status SetData(const GFSDK_SSAO_InputDepthData_D3D12& DepthData) { GFSDK_SSAO_Status Status; Status = ProjectionMatrixInfo.Init(DepthData.ProjectionMatrix, API_D3D11); if (Status != GFSDK_SSAO_OK) { return Status; } Status = Texture0.Init(&DepthData.FullResDepthTextureSRV); if (Status != GFSDK_SSAO_OK) { return Status; } if (DepthData.FullResDepthTexture2ndLayerSRV.pResource) { Status = Texture1.Init(&DepthData.FullResDepthTexture2ndLayerSRV); if (Status != GFSDK_SSAO_OK) { return Status; } if (Texture1.Width != Texture0.Width || Texture1.Height != Texture0.Height) { return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION; } if (Texture1.SampleCount != Texture0.SampleCount) { return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION; } } Status = Viewport.Init(DepthData.Viewport, Texture0); if (Status != GFSDK_SSAO_OK) { return Status; } DepthTextureType = DepthData.DepthTextureType; MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f); return GFSDK_SSAO_OK; } SSAO::D3D12::UserTextureSRV Texture0; SSAO::D3D12::UserTextureSRV Texture1; }; } // namespace D3D12 #endif // SUPPORT_D3D12 } // namespace SSAO } // namespace GFSDK