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/*
* Copyright (c) 2008-2018, 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
{
//--------------------------------------------------------------------------------
class RandomTexture
{
public:
RandomTexture();
float4 GetJitter(UINT SliceId)
{
ASSERT(SliceId < SIZEOF_ARRAY(m_Jitters));
return m_Jitters[SliceId % SIZEOF_ARRAY(m_Jitters)];
}
float GetRandomNumber(UINT Index);
protected:
static const UINT MAX_MSAA_SAMPLE_COUNT = 8;
float4 m_Jitters[RANDOM_TEXTURE_WIDTH * RANDOM_TEXTURE_WIDTH * MAX_MSAA_SAMPLE_COUNT];
};
#if SUPPORT_D3D11
namespace D3D11
{
//--------------------------------------------------------------------------------
class RandomTexture : public SSAO::RandomTexture
{
#if ENABLE_DEBUG_MODES
public:
RandomTexture()
: SSAO::RandomTexture()
, pTexture(NULL)
, pSRV(NULL)
{
}
void Create(ID3D11Device* pD3DDevice);
void Release();
ID3D11Texture2D* pTexture;
ID3D11ShaderResourceView* pSRV;
#endif
};
} // namespace D3D11
#endif
#if SUPPORT_D3D12
namespace D3D12
{
//--------------------------------------------------------------------------------
class RandomTexture : public SSAO::RandomTexture
{
#if ENABLE_DEBUG_MODES
public:
RandomTexture()
: SSAO::RandomTexture()
, pTexture(NULL)
{
}
void Create(ID3D12Device* pD3DDevice);
void Release();
ID3D12Resource* pTexture; //ID3D12Texture2D* pTexture;
GFSDK_SSAO_ShaderResourceView_D3D12 SRV; // ID3D12ShaderResourceView* pSRV;
#endif
};
} // namespace D3D12
#endif
} // namespace SSAO
} // namespace GFSDK
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