// 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 "MatrixView.h" #include "TextureUtil.h" #include "UserTexture.h" namespace GFSDK { namespace SSAO { //-------------------------------------------------------------------------------- class WorldToViewMatrix { public: static bool IsValid(const GFSDK_SSAO_Matrix& WorldToViewMatrix) { MatrixView m(WorldToViewMatrix); // Necessary condition for the matrix to be a valid LookAt matrix // Note: the matrix may contain a uniform scaling, so we do not check m(3,3) return (m(0,3) == 0.f && m(1,3) == 0.f && m(2,3) == 0.f); } }; //-------------------------------------------------------------------------------- #if SUPPORT_D3D11 namespace D3D11 { struct InputNormalInfo { GFSDK_SSAO_Status SetData(const GFSDK_SSAO_InputNormalData_D3D11& NormalData) { if (!NormalData.pFullResNormalTextureSRV) { return GFSDK_SSAO_NULL_ARGUMENT; } if (!GFSDK::SSAO::WorldToViewMatrix::IsValid(NormalData.WorldToViewMatrix)) { return GFSDK_SSAO_INVALID_WORLD_TO_VIEW_MATRIX; } Texture.Init(NormalData.pFullResNormalTextureSRV); return GFSDK_SSAO_OK; } SSAO::D3D11::UserTextureSRV Texture; }; } // namespace D3D11 #endif //-------------------------------------------------------------------------------- #if SUPPORT_D3D12 namespace D3D12 { struct InputNormalInfo { GFSDK_SSAO_Status SetData(const GFSDK_SSAO_InputNormalData_D3D12& NormalData) { if (!NormalData.FullResNormalTextureSRV.pResource) { return GFSDK_SSAO_NULL_ARGUMENT; } if (!GFSDK::SSAO::WorldToViewMatrix::IsValid(NormalData.WorldToViewMatrix)) { return GFSDK_SSAO_INVALID_WORLD_TO_VIEW_MATRIX; } Texture.Init(&NormalData.FullResNormalTextureSRV); return GFSDK_SSAO_OK; } SSAO::D3D12::UserTextureSRV Texture; }; } // namespace D3D12 #endif } // namespace SSAO } // namespace GFSDK