// 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" namespace GFSDK { namespace SSAO { //-------------------------------------------------------------------------------- class RandomTexture { public: RandomTexture(); float4 GetJitter(UINT SliceId) { ASSERT(SliceId < SIZEOF_ARRAY(m_Jitters)); return m_Jitters[SliceId % SIZEOF_ARRAY(m_Jitters)]; } float GetRandomNumber(UINT Index); protected: static const UINT MAX_MSAA_SAMPLE_COUNT = 8; float4 m_Jitters[RANDOM_TEXTURE_WIDTH * RANDOM_TEXTURE_WIDTH * MAX_MSAA_SAMPLE_COUNT]; }; #if SUPPORT_D3D11 namespace D3D11 { //-------------------------------------------------------------------------------- class RandomTexture : public SSAO::RandomTexture { #if ENABLE_DEBUG_MODES public: RandomTexture() : SSAO::RandomTexture() , pTexture(NULL) , pSRV(NULL) { } void Create(ID3D11Device* pD3DDevice); void Release(); ID3D11Texture2D* pTexture; ID3D11ShaderResourceView* pSRV; #endif }; } // namespace D3D11 #endif #if SUPPORT_D3D12 namespace D3D12 { //-------------------------------------------------------------------------------- class RandomTexture : public SSAO::RandomTexture { #if ENABLE_DEBUG_MODES public: RandomTexture() : SSAO::RandomTexture() , pTexture(NULL) { } void Create(ID3D12Device* pD3DDevice); void Release(); ID3D12Resource* pTexture; //ID3D12Texture2D* pTexture; GFSDK_SSAO_ShaderResourceView_D3D12 SRV; // ID3D12ShaderResourceView* pSRV; #endif }; } // namespace D3D12 #endif } // namespace SSAO } // namespace GFSDK