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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"
#include "TextureUtil.h"
namespace GFSDK
{
namespace SSAO
{
//--------------------------------------------------------------------------------
struct UserTextureDesc
{
UserTextureDesc()
: Width(0)
, Height(0)
, SampleCount(0)
{
}
UINT Width;
UINT Height;
UINT SampleCount;
};
//--------------------------------------------------------------------------------
#if SUPPORT_D3D11
namespace D3D11
{
struct UserTextureSRV : public SSAO::UserTextureDesc
{
UserTextureSRV()
: pSRV(NULL)
{
}
GFSDK_SSAO_Status Init(ID3D11ShaderResourceView* pInputSRV)
{
if (!pInputSRV)
{
return GFSDK_SSAO_NULL_ARGUMENT;
}
D3D11_TEXTURE2D_DESC TextureDesc;
GFSDK::SSAO::D3D11::TextureUtil::GetDesc(pInputSRV, &TextureDesc);
pSRV = pInputSRV;
Width = TextureDesc.Width;
Height = TextureDesc.Height;
SampleCount = TextureDesc.SampleDesc.Count;
return GFSDK_SSAO_OK;
}
bool IsSet()
{
return (pSRV != NULL);
}
ID3D11ShaderResourceView* pSRV;
};
struct UserTextureRTV : public SSAO::UserTextureDesc
{
UserTextureRTV()
: pRTV(NULL)
{
}
GFSDK_SSAO_Status Init(ID3D11RenderTargetView* pInputRTV)
{
if (!pInputRTV)
{
return GFSDK_SSAO_NULL_ARGUMENT;
}
D3D11_TEXTURE2D_DESC TextureDesc;
GFSDK::SSAO::D3D11::TextureUtil::GetDesc(pInputRTV, &TextureDesc);
pRTV = pInputRTV;
Width = TextureDesc.Width;
Height = TextureDesc.Height;
SampleCount = TextureDesc.SampleDesc.Count;
return GFSDK_SSAO_OK;
}
bool IsSet()
{
return (pRTV != NULL);
}
ID3D11RenderTargetView* pRTV;
};
struct UserTextureDSV : public SSAO::UserTextureDesc
{
UserTextureDSV()
: pDSV(NULL)
{
}
GFSDK_SSAO_Status Init(ID3D11DepthStencilView* pInputDSV)
{
if (!pInputDSV)
{
return GFSDK_SSAO_NULL_ARGUMENT;
}
D3D11_TEXTURE2D_DESC TextureDesc;
GFSDK::SSAO::D3D11::TextureUtil::GetDesc(pInputDSV, &TextureDesc);
pDSV = pInputDSV;
Width = TextureDesc.Width;
Height = TextureDesc.Height;
SampleCount = TextureDesc.SampleDesc.Count;
return GFSDK_SSAO_OK;
}
bool IsSet()
{
return (pDSV != NULL);
}
ID3D11DepthStencilView* pDSV;
};
} // namespace D3D11
#endif // SUPPORT_D3D11
//--------------------------------------------------------------------------------
#if SUPPORT_D3D12
namespace D3D12
{
struct UserTextureSRV : public SSAO::UserTextureDesc
{
UserTextureSRV()
{
SRV.pResource = NULL;
SRV.GpuHandle.ptr = ~0ull;
}
GFSDK_SSAO_Status Init(const GFSDK_SSAO_ShaderResourceView_D3D12* pInputSRV)
{
if (!pInputSRV)
{
return GFSDK_SSAO_NULL_ARGUMENT;
}
D3D12_RESOURCE_DESC TextureDesc;
GFSDK::SSAO::D3D12::TextureUtil::GetDesc(pInputSRV->pResource, &TextureDesc);
SRV = *pInputSRV;
Width = (UINT)TextureDesc.Width;
Height = (UINT)TextureDesc.Height;
SampleCount = TextureDesc.SampleDesc.Count;
return GFSDK_SSAO_OK;
}
bool IsSet()
{
return (SRV.pResource != NULL);
}
ShaderResourceView SRV;
};
struct UserTextureRTV : public SSAO::UserTextureDesc
{
UserTextureRTV()
: Format(DXGI_FORMAT_UNKNOWN)
{
}
GFSDK_SSAO_Status Init(const GFSDK_SSAO_RenderTargetView_D3D12* pRenderTargetView)
{
if (!pRenderTargetView || !pRenderTargetView->CpuHandle)
{
return GFSDK_SSAO_NULL_ARGUMENT;
}
D3D12_CPU_DESCRIPTOR_HANDLE Handle = { pRenderTargetView->CpuHandle };
D3D12_RESOURCE_DESC ResourceDesc;
SSAO::D3D12::TextureUtil::GetDesc(pRenderTargetView->pResource, &ResourceDesc);
RTV = *pRenderTargetView;
Width = (UINT)ResourceDesc.Width;
Height = (UINT)ResourceDesc.Height;
SampleCount = ResourceDesc.SampleDesc.Count;
Format = ResourceDesc.Format;
return GFSDK_SSAO_OK;
}
RenderTargetView RTV;
DXGI_FORMAT Format;
};
} // namespace D3D12
#endif // SUPPORT_D3D12
//--------------------------------------------------------------------------------
#if SUPPORT_GL
namespace GL
{
struct UserTexture : public SSAO::UserTextureDesc
{
GFSDK_SSAO_Status Init(const GFSDK_SSAO_GLFunctions& GL, const GFSDK_SSAO_Texture_GL &InputGLTexture)
{
if (!GFSDK::SSAO::GL::TextureUtil::HasValidTextureTarget(InputGLTexture))
{
return GFSDK_SSAO_GL_INVALID_TEXTURE_TARGET;
}
if (!InputGLTexture.TextureId)
{
// The name space for texture objects is the unsigned integers, with zero reserved by the GL.
return GFSDK_SSAO_GL_INVALID_TEXTURE_OBJECT;
}
GFSDK::SSAO::GL::TextureDesc2D TextureDesc;
GFSDK::SSAO::GL::TextureUtil::GetDesc2D(GL, InputGLTexture, &TextureDesc);
GLTexture = InputGLTexture;
Width = TextureDesc.Width;
Height = TextureDesc.Height;
SampleCount = TextureDesc.SampleCount;
return GFSDK_SSAO_OK;
}
bool IsSet()
{
return (GLTexture.TextureId != 0);
}
GFSDK_SSAO_Texture_GL GLTexture;
};
} // namespace GL
#endif
} // namespace SSAO
} // namespace GFSDK
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