/* * 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" #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 = Texture.Init(DepthData.pFullResDepthTextureSRV); if (Status != GFSDK_SSAO_OK) { return Status; } Status = Viewport.Init(DepthData.Viewport, Texture); if (Status != GFSDK_SSAO_OK) { return Status; } DepthTextureType = DepthData.DepthTextureType; MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f); return GFSDK_SSAO_OK; } SSAO::D3D11::UserTextureSRV Texture; }; } // 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 = Texture.Init(&DepthData.FullResDepthTextureSRV); if (Status != GFSDK_SSAO_OK) { return Status; } Status = Viewport.Init(DepthData.Viewport, Texture); if (Status != GFSDK_SSAO_OK) { return Status; } DepthTextureType = DepthData.DepthTextureType; MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f); return GFSDK_SSAO_OK; } SSAO::D3D12::UserTextureSRV Texture; }; } // namespace D3D12 #endif // SUPPORT_D3D12 //-------------------------------------------------------------------------------- #if SUPPORT_GL namespace GL { //-------------------------------------------------------------------------------- struct InputDepthInfo : SSAO::InputDepthInfo { InputDepthInfo() : SSAO::InputDepthInfo() { } GFSDK_SSAO_Status SetData(const GFSDK_SSAO_GLFunctions& GL, const GFSDK_SSAO_InputDepthData_GL& DepthData) { GFSDK_SSAO_Status Status; Status = ProjectionMatrixInfo.Init(DepthData.ProjectionMatrix, API_GL); if (Status != GFSDK_SSAO_OK) { return Status; } Status = Texture.Init(GL, DepthData.FullResDepthTexture); if (Status != GFSDK_SSAO_OK) { return Status; } Status = Viewport.InitFromTexture(DepthData.Viewport, Texture); if (Status != GFSDK_SSAO_OK) { return Status; } DepthTextureType = DepthData.DepthTextureType; MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f); return GFSDK_SSAO_OK; } SSAO::GL::UserTexture Texture; }; } // namespace GL #endif // SUPPORT_GL } // namespace SSAO } // namespace GFSDK