// 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. #if SUPPORT_D3D12 #pragma once #include "Common.h" namespace GFSDK { namespace SSAO { namespace D3D12 { //-------------------------------------------------------------------------------- class States { public: States() { Init(); } void Init(); D3D12_BLEND_DESC* GetBlendStateMultiplyPreserveAlpha() { return &m_pBlendState_Multiply_PreserveAlpha; } D3D12_BLEND_DESC* GetBlendStateDisabledPreserveAlpha() { return &m_pBlendState_Disabled_PreserveAlpha; } D3D12_BLEND_DESC* GetBlendStateDisabled() { return &m_pBlendState_Disabled; } D3D12_DEPTH_STENCIL_DESC* GetDepthStencilStateDisabled() { return &m_pDepthStencilState_Disabled; } D3D12_RASTERIZER_DESC* GetRasterizerStateFullscreenNoScissor() { return &m_pRasterizerState_Fullscreen_NoScissor; } D3D12_SAMPLER_DESC& GetSamplerStatePointClamp() { return m_pSamplerState_PointClamp; } D3D12_SAMPLER_DESC& GetSamplerStatePointBorder() { return m_pSamplerState_PointBorder; } D3D12_SAMPLER_DESC& GetSamplerStateLinearClamp() { return m_pSamplerState_LinearClamp; } #if ENABLE_DEBUG_MODES D3D12_SAMPLER_DESC& GetSamplerStatePointWrap() { return m_pSamplerState_PointWrap; } #endif private: void CreateBlendStates(); void CreateDepthStencilStates(); void CreateRasterizerStates(); void CreateSamplerStates(); D3D12_BLEND_DESC m_pBlendState_Disabled; D3D12_BLEND_DESC m_pBlendState_Multiply_PreserveAlpha; D3D12_BLEND_DESC m_pBlendState_Disabled_PreserveAlpha; D3D12_DEPTH_STENCIL_DESC m_pDepthStencilState_Disabled; D3D12_RASTERIZER_DESC m_pRasterizerState_Fullscreen_NoScissor; D3D12_SAMPLER_DESC m_pSamplerState_PointClamp; D3D12_SAMPLER_DESC m_pSamplerState_PointBorder; D3D12_SAMPLER_DESC m_pSamplerState_LinearClamp; #if ENABLE_DEBUG_MODES D3D12_SAMPLER_DESC m_pSamplerState_PointWrap; #endif }; } // namespace D3D12 } // namespace SSAO } // namespace GFSDK #endif // SUPPORT_D3D12