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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.
#if SUPPORT_D3D12
#pragma once
#include "Common.h"
namespace GFSDK
{
namespace SSAO
{
namespace D3D12
{
//--------------------------------------------------------------------------------
struct VertexShader
{
VertexShader()
{
VS.BytecodeLength = 0;
VS.pShaderBytecode = nullptr;
}
void Create(ID3D12Device* pD3DDevice, const void *pShaderBytecode, SIZE_T BytecodeLength)
{
VS.pShaderBytecode = pShaderBytecode;
VS.BytecodeLength = BytecodeLength;
}
void Release(ID3D12Device*)
{
VS.pShaderBytecode = nullptr;
VS.BytecodeLength = 0;
}
operator GFSDK_D3D12_VertexShader*()
{
return &VS;
}
private:
GFSDK_D3D12_VertexShader VS;
};
//--------------------------------------------------------------------------------
struct GeometryShader
{
GeometryShader()
{
GS.BytecodeLength = 0;
GS.pShaderBytecode = nullptr;
}
void Create(ID3D12Device* pD3DDevice, const void *pShaderBytecode, SIZE_T BytecodeLength)
{
GS.pShaderBytecode = pShaderBytecode;
GS.BytecodeLength = BytecodeLength;
}
void Release(ID3D12Device*)
{
GS.pShaderBytecode = nullptr;
GS.BytecodeLength = 0;
}
operator GFSDK_D3D12_GeometryShader*()
{
return &GS;
}
private:
GFSDK_D3D12_GeometryShader GS;
};
//--------------------------------------------------------------------------------
struct PixelShader
{
PixelShader()
{
PS.BytecodeLength = 0;
PS.pShaderBytecode = nullptr;
}
void Create(ID3D12Device* pD3DDevice, const void *pShaderBytecode, SIZE_T BytecodeLength)
{
PS.BytecodeLength = BytecodeLength;
PS.pShaderBytecode = pShaderBytecode;
}
void Release(ID3D12Device*)
{
PS.pShaderBytecode = nullptr;
PS.BytecodeLength = 0;
}
operator GFSDK_D3D12_PixelShader*()
{
return &PS;
}
private:
GFSDK_D3D12_PixelShader PS;
};
//--------------------------------------------------------------------------------
struct DevicePointer
{
DevicePointer(ID3D12Device* pDeviceIn) : pDevice(pDeviceIn)
{
}
DevicePointer() : pDevice(NULL)
{
}
operator ID3D12Device*() const
{
return pDevice;
}
private:
ID3D12Device* pDevice;
};
//--------------------------------------------------------------------------------
#include "shaders/out/D3D11/FullScreenTriangle_VS.h"
#include "shaders/out/D3D11/CopyDepth_PS.h"
#include "shaders/out/D3D11/LinearizeDepth_PS.h"
#include "shaders/out/D3D11/DeinterleaveDepth_PS.h"
#include "shaders/out/D3D11/DebugNormals_PS.h"
#include "shaders/out/D3D11/ReconstructNormal_PS.h"
#include "shaders/out/D3D11/ReinterleaveAO_PS.h"
#include "shaders/out/D3D11/BlurX_PS.h"
#include "shaders/out/D3D11/BlurY_PS.h"
#include "shaders/out/D3D11/CoarseAO_PS.h"
#include "shaders/out/D3D11/CoarseAO_GS.h"
//--------------------------------------------------------------------------------
struct Shaders
{
void Create(ID3D12Device* pDevice)
{
FullScreenTriangle_VS.Create(DevicePointer(pDevice));
CopyDepth_PS.Create(DevicePointer(pDevice));
LinearizeDepth_PS.Create(DevicePointer(pDevice));
DeinterleaveDepth_PS.Create(DevicePointer(pDevice));
DebugNormals_PS.Create(DevicePointer(pDevice));
ReconstructNormal_PS.Create(DevicePointer(pDevice));
ReinterleaveAO_PS.Create(DevicePointer(pDevice));
BlurX_PS.Create(DevicePointer(pDevice));
BlurY_PS.Create(DevicePointer(pDevice));
CoarseAO_PS.Create(DevicePointer(pDevice));
CoarseAO_GS.Create(DevicePointer(pDevice));
}
void Release()
{
FullScreenTriangle_VS.Release(DevicePointer());
CopyDepth_PS.Release(DevicePointer());
LinearizeDepth_PS.Release(DevicePointer());
DeinterleaveDepth_PS.Release(DevicePointer());
DebugNormals_PS.Release(DevicePointer());
ReconstructNormal_PS.Release(DevicePointer());
ReinterleaveAO_PS.Release(DevicePointer());
BlurX_PS.Release(DevicePointer());
BlurY_PS.Release(DevicePointer());
CoarseAO_PS.Release(DevicePointer());
CoarseAO_GS.Release(DevicePointer());
}
Generated::FullScreenTriangle_VS FullScreenTriangle_VS;
Generated::CopyDepth_PS CopyDepth_PS;
Generated::LinearizeDepth_PS LinearizeDepth_PS;
Generated::DeinterleaveDepth_PS DeinterleaveDepth_PS;
Generated::DebugNormals_PS DebugNormals_PS;
Generated::ReconstructNormal_PS ReconstructNormal_PS;
Generated::ReinterleaveAO_PS ReinterleaveAO_PS;
Generated::BlurX_PS BlurX_PS;
Generated::BlurY_PS BlurY_PS;
Generated::CoarseAO_PS CoarseAO_PS;
Generated::CoarseAO_GS CoarseAO_GS;
};
#if ENABLE_DEBUG_MODES
#include "shaders/out/D3D11/HBAO_PS.h"
#include "shaders/out/D3D11/DebugAO_PS.h"
struct DebugShaders
{
void Create(ID3D12Device* pDevice)
{
HBAO_PS.Create(pDevice);
DebugAO_PS.Create(pDevice);
}
void Release()
{
HBAO_PS.Release();
DebugAO_PS.Release();
}
Generated::HBAO_PS HBAO_PS;
Generated::DebugAO_PS DebugAO_PS;
};
#endif //ENABLE_DEBUG_MODES
} // namespace D3D12
} // namespace SSAO
} // namespace GFSDK
#endif // SUPPORT_D3D12
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