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/*
* Copyright (c) 2008-2017, 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
{
#if SUPPORT_D3D11
namespace D3D11
{
//--------------------------------------------------------------------------------
class TextureUtil
{
public:
static void GetDesc(ID3D11RenderTargetView* pRTV, D3D11_TEXTURE2D_DESC* pTextureDesc)
{
ID3D11Texture2D* pBaseTexture;
pRTV->GetResource((ID3D11Resource**)&pBaseTexture);
pBaseTexture->GetDesc(pTextureDesc);
SAFE_RELEASE(pBaseTexture);
}
static void GetDesc(ID3D11ShaderResourceView* pSRV, D3D11_TEXTURE2D_DESC* pTextureDesc)
{
ID3D11Texture2D* pBaseTexture;
pSRV->GetResource((ID3D11Resource**)&pBaseTexture);
pBaseTexture->GetDesc(pTextureDesc);
SAFE_RELEASE(pBaseTexture);
}
static void GetDesc(ID3D11DepthStencilView* pDSV, D3D11_TEXTURE2D_DESC* pTextureDesc)
{
ID3D11Texture2D* pBaseTexture;
pDSV->GetResource((ID3D11Resource**)&pBaseTexture);
pBaseTexture->GetDesc(pTextureDesc);
SAFE_RELEASE(pBaseTexture);
}
};
} // namespace D3D11
#endif
#if SUPPORT_D3D12
namespace D3D12
{
//--------------------------------------------------------------------------------
class TextureUtil
{
public:
static void GetDesc(ID3D12Resource* pResource, D3D12_RESOURCE_DESC* pResourceDesc)
{
ZeroMemory(pResourceDesc, sizeof(D3D12_RESOURCE_DESC));
*pResourceDesc = pResource->GetDesc();
}
};
} // namespace D3D12
#endif
#if SUPPORT_GL
namespace GL
{
//--------------------------------------------------------------------------------
struct TextureDesc2D
{
TextureDesc2D()
: Width(0)
, Height(0)
, SampleCount(1)
{
}
GLint Width;
GLint Height;
GLint SampleCount;
};
//--------------------------------------------------------------------------------
class TextureUtil
{
public:
static bool HasValidTextureTarget(GFSDK_SSAO_Texture_GL Texture)
{
return (Texture.Target == GL_TEXTURE_2D || Texture.Target == GL_TEXTURE_2D_MULTISAMPLE);
}
static void GetDesc2D(const GFSDK_SSAO_GLFunctions& GL, GFSDK_SSAO_Texture_GL Texture, TextureDesc2D* pTextureDesc)
{
ASSERT(HasValidTextureTarget(Texture));
ASSERT_GL_ERROR(GL);
GL.glBindTexture(Texture.Target, Texture.TextureId);
ASSERT_GL_ERROR(GL);
GL.glGetTexLevelParameteriv(Texture.Target, 0, GL_TEXTURE_WIDTH, &pTextureDesc->Width);
GL.glGetTexLevelParameteriv(Texture.Target, 0, GL_TEXTURE_HEIGHT, &pTextureDesc->Height);
ASSERT_GL_ERROR(GL);
if (Texture.Target == GL_TEXTURE_2D_MULTISAMPLE)
{
GL.glGetTexLevelParameteriv(Texture.Target, 0, GL_TEXTURE_SAMPLES, &pTextureDesc->SampleCount);
ASSERT_GL_ERROR(GL);
}
GL.glBindTexture(Texture.Target, 0);
ASSERT_GL_ERROR(GL);
}
};
} // namespace GL
#endif
} // namespace SSAO
} // namespace GFSDK
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