// 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. #pragma once #include "Common.h" #include "InputViewport.h" namespace GFSDK { namespace SSAO { //-------------------------------------------------------------------------------- struct Viewports { void SetFullResolution(UINT FullWidth, UINT FullHeight) { FullRes.TopLeftX = 0.f; FullRes.TopLeftY = 0.f; FullRes.Width = FLOAT(FullWidth); FullRes.Height = FLOAT(FullHeight); FullRes.MinDepth = 0.f; FullRes.MaxDepth = 1.f; QuarterRes = FullRes; QuarterRes.Width = FLOAT(iDivUp(FullWidth,4)); QuarterRes.Height = FLOAT(iDivUp(FullHeight,4)); } SSAO::InputViewport FullRes; SSAO::InputViewport QuarterRes; }; } // namespace SSAO } // namespace GFSDK