/* * 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 #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