// 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. #include "States_GL.h" #if SUPPORT_GL //-------------------------------------------------------------------------------- void GFSDK::SSAO::GL::States::SetSharedBlendState(const GFSDK_SSAO_GLFunctions& GL) { #if !USE_GLES GL.glDisable(GL_COLOR_LOGIC_OP); #endif GL.glDisable(GL_SAMPLE_COVERAGE); GL.glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); } //-------------------------------------------------------------------------------- void GFSDK::SSAO::GL::States::SetBlendStateMultiplyPreserveAlpha(const GFSDK_SSAO_GLFunctions& GL) { GL.glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); GL.glEnable(GL_BLEND); GL.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); GL.glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE); ASSERT_GL_ERROR(GL); } //-------------------------------------------------------------------------------- void GFSDK::SSAO::GL::States::SetBlendStateDisabledPreserveAlpha(const GFSDK_SSAO_GLFunctions& GL) { GL.glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); GL.glDisable(GL_BLEND); ASSERT_GL_ERROR(GL); } //-------------------------------------------------------------------------------- void GFSDK::SSAO::GL::States::SetBlendStateDisabled(const GFSDK_SSAO_GLFunctions& GL) { GL.glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); GL.glDisable(GL_BLEND); ASSERT_GL_ERROR(GL); } //-------------------------------------------------------------------------------- void GFSDK::SSAO::GL::States::SetDepthStencilStateDisabled(const GFSDK_SSAO_GLFunctions& GL) { GL.glDisable(GL_DEPTH_TEST); GL.glDisable(GL_STENCIL_TEST); } //-------------------------------------------------------------------------------- void GFSDK::SSAO::GL::States::SetRasterizerStateFullscreenNoScissor(const GFSDK_SSAO_GLFunctions& GL) { GL.glDisable(GL_CULL_FACE); GL.glPolygonOffset(0.f, 0.f); GL.glDisable(GL_SCISSOR_TEST); GL.glDisable(GL_MULTISAMPLE); } //-------------------------------------------------------------------------------- void GFSDK::SSAO::GL::States::SetCustomBlendState(const GFSDK_SSAO_GLFunctions& GL, const GFSDK_SSAO_CustomBlendState_GL& CustomBlendState) { GL.glEnable(GL_BLEND); GL.glBlendEquationSeparate( CustomBlendState.BlendEquationSeparate.ModeRGB, CustomBlendState.BlendEquationSeparate.ModeAlpha); GL.glBlendFuncSeparate( CustomBlendState.BlendFuncSeparate.SrcRGB, CustomBlendState.BlendFuncSeparate.DstRGB, CustomBlendState.BlendFuncSeparate.SrcAlpha, CustomBlendState.BlendFuncSeparate.DstAlpha); GL.glBlendColor( CustomBlendState.BlendColor.R, CustomBlendState.BlendColor.G, CustomBlendState.BlendColor.B, CustomBlendState.BlendColor.A); GL.glColorMaski(0, CustomBlendState.ColorMask.R, CustomBlendState.ColorMask.G, CustomBlendState.ColorMask.B, CustomBlendState.ColorMask.A); ASSERT_GL_ERROR(GL); } #endif // SUPPORT_GL