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// 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 "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 = Texture0.Init(DepthData.pFullResDepthTextureSRV);
if (Status != GFSDK_SSAO_OK)
{
return Status;
}
if (DepthData.pFullResDepthTexture2ndLayerSRV) // the second texture can be nullptr if DualLayer is not enabled
{
Status = Texture1.Init(DepthData.pFullResDepthTexture2ndLayerSRV);
if (Status != GFSDK_SSAO_OK)
{
return Status;
}
if (Texture1.Width != Texture0.Width ||
Texture1.Height != Texture0.Height)
{
return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION;
}
if (Texture1.SampleCount != Texture0.SampleCount)
{
return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION;
}
}
Status = Viewport.Init(DepthData.Viewport, Texture0);
if (Status != GFSDK_SSAO_OK)
{
return Status;
}
DepthTextureType = DepthData.DepthTextureType;
MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f);
return GFSDK_SSAO_OK;
}
SSAO::D3D11::UserTextureSRV Texture0;
SSAO::D3D11::UserTextureSRV Texture1;
};
} // 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 = Texture0.Init(&DepthData.FullResDepthTextureSRV);
if (Status != GFSDK_SSAO_OK)
{
return Status;
}
if (DepthData.FullResDepthTexture2ndLayerSRV.pResource)
{
Status = Texture1.Init(&DepthData.FullResDepthTexture2ndLayerSRV);
if (Status != GFSDK_SSAO_OK)
{
return Status;
}
if (Texture1.Width != Texture0.Width ||
Texture1.Height != Texture0.Height)
{
return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION;
}
if (Texture1.SampleCount != Texture0.SampleCount)
{
return GFSDK_SSAO_INVALID_SECOND_DEPTH_TEXTURE_RESOLUTION;
}
}
Status = Viewport.Init(DepthData.Viewport, Texture0);
if (Status != GFSDK_SSAO_OK)
{
return Status;
}
DepthTextureType = DepthData.DepthTextureType;
MetersToViewSpaceUnits = Max(DepthData.MetersToViewSpaceUnits, 0.f);
return GFSDK_SSAO_OK;
}
SSAO::D3D12::UserTextureSRV Texture0;
SSAO::D3D12::UserTextureSRV Texture1;
};
} // namespace D3D12
#endif // SUPPORT_D3D12
} // namespace SSAO
} // namespace GFSDK
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