// 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 "UserTexture.h" namespace GFSDK { namespace SSAO { #if SUPPORT_D3D11 namespace D3D11 { //-------------------------------------------------------------------------------- struct OutputInfo { GFSDK::SSAO::D3D11::UserTextureRTV RenderTarget; GFSDK::SSAO::D3D11::UserTextureDSV DepthStencilBuffer; GFSDK_SSAO_BlendState_D3D11 Blend; GFSDK_SSAO_DepthStencilState_D3D11 DepthStencil; OutputInfo() { ZERO_STRUCT(*this); } GFSDK_SSAO_Status Init(const GFSDK_SSAO_Output_D3D11& Output) { GFSDK_SSAO_Status Status; Status = RenderTarget.Init(Output.pRenderTargetView); if (Status != GFSDK_SSAO_OK) { return Status; } Status = InitBlendState(Output); if (Status != GFSDK_SSAO_OK) { return Status; } return GFSDK_SSAO_OK; } GFSDK_SSAO_Status InitBlendState(const GFSDK_SSAO_Output_D3D11& Output) { return InitSinglePassBlend(Output.Blend); } private: GFSDK_SSAO_Status InitSinglePassBlend(const GFSDK_SSAO_BlendState_D3D11& BlendState) { Blend = BlendState; return GFSDK_SSAO_OK; } }; } // namespace D3D11 #endif // SUPPORT_D3D11 #if SUPPORT_D3D12 namespace D3D12 { //-------------------------------------------------------------------------------- struct OutputInfo { OutputInfo() { } GFSDK_SSAO_Status Init(const GFSDK_SSAO_Output_D3D12& Output) { GFSDK_SSAO_Status Status; Status = RenderTarget.Init(Output.pRenderTargetView); if (Status != GFSDK_SSAO_OK) { return Status; } Blend = Output.Blend; return GFSDK_SSAO_OK; } GFSDK::SSAO::D3D12::UserTextureRTV RenderTarget; GFSDK_SSAO_BlendState_D3D12 Blend; }; } // namespace D3D12 #endif // SUPPORT_D3D12 } // namespace SSAO } // namespace GFSDK