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/*
* 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.
*/
#pragma once
#include "Common.h"
namespace GFSDK
{
namespace SSAO
{
namespace D3D11
{
#if SUPPORT_D3D11
//--------------------------------------------------------------------------------
class AppState
{
public:
AppState()
{
memset(this, 0, sizeof(*this));
}
void Save(ID3D11DeviceContext* pDeviceContext);
void Restore(ID3D11DeviceContext* pDeviceContext);
static void UnbindSRVs(ID3D11DeviceContext* pDeviceContext);
private:
static const int NumPSShaderResourceViews = 4;
static const int NumPSSamplers = 2;
static const int NumGSConstantBuffers = 4;
static const int NumPSConstantBuffers = 4;
static const int NumRenderTargetViews = 8;
D3D11_VIEWPORT Viewport;
D3D11_PRIMITIVE_TOPOLOGY Topology;
ID3D11InputLayout* pInputLayout;
ID3D11RasterizerState* pRasterizerState;
ID3D11VertexShader* pVS;
ID3D11HullShader* pHS;
ID3D11DomainShader* pDS;
ID3D11GeometryShader* pGS;
ID3D11PixelShader* pPS;
ID3D11ComputeShader* pCS;
ID3D11ShaderResourceView* pPSShaderResourceViews[NumPSShaderResourceViews];
ID3D11SamplerState* pPSSamplers[NumPSSamplers];
ID3D11Buffer* pGSConstantBuffers[NumGSConstantBuffers];
ID3D11Buffer* pPSConstantBuffers[NumPSConstantBuffers];
ID3D11DepthStencilState* pDepthStencilState;
UINT StencilRef;
ID3D11BlendState* pBlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
ID3D11RenderTargetView* pRenderTargetViews[NumRenderTargetViews];
ID3D11DepthStencilView* pDepthStencilView;
};
#endif // SUPPORT_D3D11
} // namespace D3D11
} // namespace SSAO
} // namespace GFSDK
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