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/*
* Copyright (c) 2008-2016, 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.
*/
#if SUPPORT_D3D12
#pragma once
#include "Common.h"
namespace GFSDK
{
namespace SSAO
{
namespace D3D12
{
//--------------------------------------------------------------------------------
class States
{
public:
States()
{
}
void Create(GFSDK_D3D12_GraphicsContext* pD3DDevice);
void Release();
D3D12_BLEND_DESC* GetBlendStateMultiplyPreserveAlpha()
{
return &m_pBlendState_Multiply_PreserveAlpha;
}
D3D12_BLEND_DESC* GetBlendStateDisabledPreserveAlpha()
{
return &m_pBlendState_Disabled_PreserveAlpha;
}
D3D12_BLEND_DESC* GetBlendStateDisabled()
{
return &m_pBlendState_Disabled;
}
D3D12_DEPTH_STENCIL_DESC* GetDepthStencilStateDisabled()
{
return &m_pDepthStencilState_Disabled;
}
D3D12_RASTERIZER_DESC* GetRasterizerStateFullscreenNoScissor()
{
return &m_pRasterizerState_Fullscreen_NoScissor;
}
D3D12_SAMPLER_DESC& GetSamplerStatePointClamp()
{
return m_pSamplerState_PointClamp;
}
D3D12_SAMPLER_DESC& GetSamplerStatePointBorder()
{
return m_pSamplerState_PointBorder;
}
D3D12_SAMPLER_DESC& GetSamplerStateLinearClamp()
{
return m_pSamplerState_LinearClamp;
}
#if ENABLE_DEBUG_MODES
D3D12_SAMPLER_DESC& GetSamplerStatePointWrap()
{
return m_pSamplerState_PointWrap;
}
#endif
private:
void CreateBlendStates();
void CreateDepthStencilStates();
void CreateRasterizerStates();
void CreateSamplerStates();
D3D12_BLEND_DESC m_pBlendState_Disabled;
D3D12_BLEND_DESC m_pBlendState_Multiply_PreserveAlpha;
D3D12_BLEND_DESC m_pBlendState_Disabled_PreserveAlpha;
D3D12_DEPTH_STENCIL_DESC m_pDepthStencilState_Disabled;
D3D12_RASTERIZER_DESC m_pRasterizerState_Fullscreen_NoScissor;
D3D12_SAMPLER_DESC m_pSamplerState_PointClamp;
D3D12_SAMPLER_DESC m_pSamplerState_PointBorder;
D3D12_SAMPLER_DESC m_pSamplerState_LinearClamp;
#if ENABLE_DEBUG_MODES
D3D12_SAMPLER_DESC m_pSamplerState_PointWrap;
#endif
};
} // namespace D3D12
} // namespace SSAO
} // namespace GFSDK
#endif // SUPPORT_D3D12
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