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TextureUtil.h
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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.
#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
} // namespace SSAO
} // namespace GFSDK