/* * 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" 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