aboutsummaryrefslogtreecommitdiff
path: root/src/InputDepthInfo.h
blob: 977b53fdc4c72072bffd52bce785f272c3a1ab7e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
/* 
* 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"
#include "ProjectionMatrixInfo.h"
#include "UserTexture.h"
#include "InputViewport.h"
#include "TextureUtil.h"

namespace GFSDK
{
namespace SSAO
{

//--------------------------------------------------------------------------------
struct InputDepthInfo
{
    InputDepthInfo()
      : DepthTextureType(GFSDK_SSAO_HARDWARE_DEPTHS)
      , MetersToViewSpaceUnits(0.f)
    {
    }

    GFSDK_SSAO_DepthTextureType DepthTextureType;
    FLOAT MetersToViewSpaceUnits;
    SSAO::ProjectionMatrixInfo ProjectionMatrixInfo;
    SSAO::InputViewport Viewport;
};

//--------------------------------------------------------------------------------
#if SUPPORT_D3D11
namespace D3D11
{

struct InputDepthInfo : SSAO::InputDepthInfo
{
    InputDepthInfo()
      : SSAO::InputDepthInfo()
    {
    }

    GFSDK_SSAO_Status SetData(const GFSDK_SSAO_InputDepthData_D3D11& DepthData)
    {
        GFSDK_SSAO_Status Status;

        Status = ProjectionMatrixInfo.Init(DepthData.ProjectionMatrix, API_D3D11);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        Status = Texture.Init(DepthData.pFullResDepthTextureSRV);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        Status = Viewport.Init(DepthData.Viewport, Texture);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        DepthTextureType = DepthData.DepthTextureType;
        MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f);

        return GFSDK_SSAO_OK;
    }

    SSAO::D3D11::UserTextureSRV Texture;
};

} // namespace D3D11
#endif // SUPPORT_D3D11

//--------------------------------------------------------------------------------
#if SUPPORT_D3D12
namespace D3D12
{

struct InputDepthInfo : SSAO::InputDepthInfo
{
    InputDepthInfo()
        : SSAO::InputDepthInfo()
    {
    }

    GFSDK_SSAO_Status SetData(const GFSDK_SSAO_InputDepthData_D3D12& DepthData)
    {
        GFSDK_SSAO_Status Status;

        Status = ProjectionMatrixInfo.Init(DepthData.ProjectionMatrix, API_D3D11);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        Status = Texture.Init(&DepthData.FullResDepthTextureSRV);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        Status = Viewport.Init(DepthData.Viewport, Texture);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        DepthTextureType = DepthData.DepthTextureType;
        MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f);

        return GFSDK_SSAO_OK;
    }

    SSAO::D3D12::UserTextureSRV Texture;
};

} // namespace D3D12
#endif // SUPPORT_D3D12

//--------------------------------------------------------------------------------
#if SUPPORT_GL
namespace GL
{

//--------------------------------------------------------------------------------
struct InputDepthInfo : SSAO::InputDepthInfo
{
    InputDepthInfo()
        : SSAO::InputDepthInfo()
    {
    }

    GFSDK_SSAO_Status SetData(const GFSDK_SSAO_GLFunctions& GL, const GFSDK_SSAO_InputDepthData_GL& DepthData)
    {
        GFSDK_SSAO_Status Status;

        Status = ProjectionMatrixInfo.Init(DepthData.ProjectionMatrix, API_GL);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        Status = Texture.Init(GL, DepthData.FullResDepthTexture);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        Status = Viewport.InitFromTexture(DepthData.Viewport, Texture);
        if (Status != GFSDK_SSAO_OK)
        {
            return Status;
        }

        DepthTextureType = DepthData.DepthTextureType;
        MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f);

        return GFSDK_SSAO_OK;
    }

    SSAO::GL::UserTexture Texture;
};

} // namespace GL
#endif // SUPPORT_GL

} // namespace SSAO
} // namespace GFSDK