/* * 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. */ #if SUPPORT_D3D12 #include "States_DX12.h" //-------------------------------------------------------------------------------- void GFSDK::SSAO::D3D12::States::CreateBlendStates() { // // Create BlendState_Disabled // D3D12_BLEND_DESC BlendStateDesc = {}; BlendStateDesc.AlphaToCoverageEnable = FALSE; BlendStateDesc.IndependentBlendEnable = TRUE; for (UINT i = 0; i < SIZEOF_ARRAY(BlendStateDesc.RenderTarget); ++i) { BlendStateDesc.RenderTarget[i].BlendEnable = FALSE; BlendStateDesc.RenderTarget[i].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; } m_pBlendState_Disabled = BlendStateDesc; // // Create BlendState_Multiply_PreserveAlpha // BlendStateDesc.RenderTarget[0].BlendEnable = TRUE; BlendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_RED | D3D12_COLOR_WRITE_ENABLE_GREEN | D3D12_COLOR_WRITE_ENABLE_BLUE; BlendStateDesc.RenderTarget[0].SrcBlend = D3D12_BLEND_ZERO; BlendStateDesc.RenderTarget[0].DestBlend = D3D12_BLEND_SRC_COLOR; BlendStateDesc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; BlendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ZERO; BlendStateDesc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ONE; BlendStateDesc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; m_pBlendState_Multiply_PreserveAlpha = BlendStateDesc; // // Create BlendState_Disabled_PreserveAlpha // BlendStateDesc.RenderTarget[0].BlendEnable = FALSE; m_pBlendState_Disabled_PreserveAlpha = BlendStateDesc; } //-------------------------------------------------------------------------------- void GFSDK::SSAO::D3D12::States::CreateDepthStencilStates() { // // Create DepthStencilState_Disabled // static D3D12_DEPTH_STENCIL_DESC DepthStencilDesc = { 0x0, //DepthEnable D3D12_DEPTH_WRITE_MASK_ZERO, //DepthWriteMask D3D12_COMPARISON_FUNC_NEVER, //DepthFunc 0x0, //StencilEnable 0xFF, //StencilReadMask 0xFF, //StencilWriteMask { D3D12_STENCIL_OP_KEEP, //StencilFailOp D3D12_STENCIL_OP_KEEP, //StencilDepthFailOp D3D12_STENCIL_OP_KEEP, //StencilPassOp D3D12_COMPARISON_FUNC_ALWAYS //StencilFunc }, //FrontFace { D3D12_STENCIL_OP_KEEP, //StencilFailOp D3D12_STENCIL_OP_KEEP, //StencilDepthFailOp D3D12_STENCIL_OP_KEEP, //StencilPassOp D3D12_COMPARISON_FUNC_ALWAYS //StencilFunc } //BackFace }; m_pDepthStencilState_Disabled = DepthStencilDesc; } //-------------------------------------------------------------------------------- void GFSDK::SSAO::D3D12::States::CreateRasterizerStates() { // // Create RasterizerState_Fullscreen_NoScissor // static D3D12_RASTERIZER_DESC Desc = { D3D12_FILL_MODE_SOLID, //FillMode D3D12_CULL_MODE_BACK, //CullMode 0x0, //FrontCounterClockwise 0x0/*0.000000f*/, //DepthBias 0.f, //DepthBiasClamp 0.f, //SlopeScaledDepthBias 0x1, //DepthClipEnable 0x0, //ScissorEnable 0x0, //MultisampleEnable 0x0 //AntialiasedLineEnable }; m_pRasterizerState_Fullscreen_NoScissor = Desc; } //-------------------------------------------------------------------------------- void GFSDK::SSAO::D3D12::States::CreateSamplerStates() { // // Create SamplerState_PointClamp // D3D12_SAMPLER_DESC SamplerDesc; memset(&SamplerDesc, 0, sizeof(SamplerDesc)); SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;; SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; SamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; SamplerDesc.MipLODBias = 0.0f; SamplerDesc.MaxAnisotropy = 1; SamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; SamplerDesc.BorderColor[0] = -D3D12_FLOAT32_MAX; SamplerDesc.MinLOD = 0; SamplerDesc.MaxLOD = 0; m_pSamplerState_PointClamp = SamplerDesc; // // Create SamplerState_PointBorder // SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER; SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER; m_pSamplerState_PointBorder = SamplerDesc; // // Create SamplerState_LinearClamp // SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; m_pSamplerState_LinearClamp = SamplerDesc; #if ENABLE_DEBUG_MODES // // Create SamplerState_PointWrap // SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; m_pSamplerState_PointWrap = SamplerDesc; #endif } //-------------------------------------------------------------------------------- void GFSDK::SSAO::D3D12::States::Init() { CreateBlendStates(); CreateDepthStencilStates(); CreateRasterizerStates(); CreateSamplerStates(); } #endif // SUPPORT_D3D12