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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.
#include "States_GL.h"
#if SUPPORT_GL
//--------------------------------------------------------------------------------
void GFSDK::SSAO::GL::States::SetSharedBlendState(const GFSDK_SSAO_GLFunctions& GL)
{
#if !USE_GLES
GL.glDisable(GL_COLOR_LOGIC_OP);
#endif
GL.glDisable(GL_SAMPLE_COVERAGE);
GL.glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
//--------------------------------------------------------------------------------
void GFSDK::SSAO::GL::States::SetBlendStateMultiplyPreserveAlpha(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
GL.glEnable(GL_BLEND);
GL.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
GL.glBlendFuncSeparate(GL_ZERO, GL_SRC_COLOR, GL_ZERO, GL_ONE);
ASSERT_GL_ERROR(GL);
}
//--------------------------------------------------------------------------------
void GFSDK::SSAO::GL::States::SetBlendStateDisabledPreserveAlpha(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
GL.glDisable(GL_BLEND);
ASSERT_GL_ERROR(GL);
}
//--------------------------------------------------------------------------------
void GFSDK::SSAO::GL::States::SetBlendStateDisabled(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GL.glDisable(GL_BLEND);
ASSERT_GL_ERROR(GL);
}
//--------------------------------------------------------------------------------
void GFSDK::SSAO::GL::States::SetDepthStencilStateDisabled(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glDisable(GL_DEPTH_TEST);
GL.glDisable(GL_STENCIL_TEST);
}
//--------------------------------------------------------------------------------
void GFSDK::SSAO::GL::States::SetRasterizerStateFullscreenNoScissor(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glDisable(GL_CULL_FACE);
GL.glPolygonOffset(0.f, 0.f);
GL.glDisable(GL_SCISSOR_TEST);
GL.glDisable(GL_MULTISAMPLE);
}
//--------------------------------------------------------------------------------
void GFSDK::SSAO::GL::States::SetCustomBlendState(const GFSDK_SSAO_GLFunctions& GL, const GFSDK_SSAO_CustomBlendState_GL& CustomBlendState)
{
GL.glEnable(GL_BLEND);
GL.glBlendEquationSeparate(
CustomBlendState.BlendEquationSeparate.ModeRGB,
CustomBlendState.BlendEquationSeparate.ModeAlpha);
GL.glBlendFuncSeparate(
CustomBlendState.BlendFuncSeparate.SrcRGB,
CustomBlendState.BlendFuncSeparate.DstRGB,
CustomBlendState.BlendFuncSeparate.SrcAlpha,
CustomBlendState.BlendFuncSeparate.DstAlpha);
GL.glBlendColor(
CustomBlendState.BlendColor.R,
CustomBlendState.BlendColor.G,
CustomBlendState.BlendColor.B,
CustomBlendState.BlendColor.A);
GL.glColorMaski(0,
CustomBlendState.ColorMask.R,
CustomBlendState.ColorMask.G,
CustomBlendState.ColorMask.B,
CustomBlendState.ColorMask.A);
ASSERT_GL_ERROR(GL);
}
#endif // SUPPORT_GL
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