diff options
| author | Halldor Fannar <[email protected]> | 2017-02-09 15:26:47 +0000 |
|---|---|---|
| committer | Halldor Fannar <[email protected]> | 2017-02-09 15:26:47 +0000 |
| commit | b814d180089b1e5415f89554e46de2edd978a592 (patch) | |
| tree | b6a61b518e2b567c7d485913a7fca54f6719bc5c /include | |
| parent | Initial commit (diff) | |
| download | anselsdk-b814d180089b1e5415f89554e46de2edd978a592.tar.xz anselsdk-b814d180089b1e5415f89554e46de2edd978a592.zip | |
First publish of the SDK.
Diffstat (limited to 'include')
| -rw-r--r-- | include/AnselSDK.h | 33 | ||||
| -rw-r--r-- | include/ansel/Camera.h | 63 | ||||
| -rw-r--r-- | include/ansel/Configuration.h | 180 | ||||
| -rw-r--r-- | include/ansel/Defines.h | 39 | ||||
| -rw-r--r-- | include/ansel/Hints.h | 67 | ||||
| -rw-r--r-- | include/ansel/Session.h | 105 | ||||
| -rw-r--r-- | include/ansel/Version.h | 52 | ||||
| -rw-r--r-- | include/nv/Quat.h | 10 | ||||
| -rw-r--r-- | include/nv/Vec3.h | 12 |
9 files changed, 561 insertions, 0 deletions
diff --git a/include/AnselSDK.h b/include/AnselSDK.h new file mode 100644 index 0000000..ddf5197 --- /dev/null +++ b/include/AnselSDK.h @@ -0,0 +1,33 @@ +// 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 2015 NVIDIA Corporation. All rights reserved. + +#pragma once + +#include <ansel/Configuration.h> +#include <ansel/Session.h> +#include <ansel/Camera.h> +#include <ansel/Hints.h> diff --git a/include/ansel/Camera.h b/include/ansel/Camera.h new file mode 100644 index 0000000..cdd3d9f --- /dev/null +++ b/include/ansel/Camera.h @@ -0,0 +1,63 @@ +// 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 2015 NVIDIA Corporation. All rights reserved. + +#pragma once +#include <ansel/Defines.h> +#include <nv/Vec3.h> +#include <nv/Quat.h> + +namespace ansel +{ + struct Camera + { + // Position of camera, in the game's coordinate space + nv::Vec3 position; + // Rotation of the camera, in the game's coordinate space. I.e. if you apply this + // rotation to the default orientation of the game's camera you will get the current + // orientation of the camera (again, in game's coordinate space) + nv::Quat rotation; + // Field of view in degrees. This value is either vertical or horizontal field of + // view based on the 'fovType' setting passed in with setConfiguration. + float fov; + // The amount that the projection matrix needs to be offset by. These values are + // applied directly as translations to the projection matrix. These values are only + // non-zero during Highres capture. + float projectionOffsetX, projectionOffsetY; + }; + + // Must be called on every frame an Ansel session is active. The 'camera' must contain + // the current display camera settings when called. After calling 'camera' will contain the + // new requested camera from Ansel. + ANSEL_SDK_API void updateCamera(Camera& camera); + + // Converts quaternion to rotation matrix vectors. + ANSEL_SDK_API void quaternionToRotationMatrixVectors(const nv::Quat& q, nv::Vec3& right, nv::Vec3& up, nv::Vec3& forward); + + // Converts rotation matrix vectors to quaternion. + ANSEL_SDK_API void rotationMatrixVectorsToQuaternion(const nv::Vec3& right, const nv::Vec3& up, const nv::Vec3& forward, nv::Quat& q); +} + diff --git a/include/ansel/Configuration.h b/include/ansel/Configuration.h new file mode 100644 index 0000000..e172e57 --- /dev/null +++ b/include/ansel/Configuration.h @@ -0,0 +1,180 @@ +// 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 2015 NVIDIA Corporation. All rights reserved. + +#pragma once +#include <ansel/Defines.h> +#include <ansel/Session.h> +#include <ansel/Version.h> +#include <nv/Vec3.h> +#include <stdint.h> + +namespace ansel +{ + enum SetConfigurationStatus + { + // successfully initialized the Ansel SDK + kSetConfigurationSuccess, + // the version provided in the Configuration structure is not the same as the one stored inside the SDK binary (header/binary mismatch) + kSetConfigurationIncompatibleVersion, + // the Configuration structure supplied for the setConfiguration call is not consistent + kSetConfigurationIncorrectConfiguration, + // the Ansel SDK is delay loaded and setConfiguration is called before the SDK is actually loaded + kSetConfigurationSdkNotLoaded + }; + + enum FovType + { + kHorizontalFov, + kVerticalFov + }; + + struct Configuration + { + // Basis vectors used by the game. They specify the handedness and orientation of + // the game's coordinate system. Think of them as the default orientation of the game + // camera. + nv::Vec3 right, up, forward; + // The speed at which camera moves in the world + float translationalSpeedInWorldUnitsPerSecond; + // The speed at which camera rotates + float rotationalSpeedInDegreesPerSecond; + // How many frames it takes for camera update to be reflected in a rendered frame + uint32_t captureLatency; + // How many frames we must wait for a new frame to settle - i.e. temporal AA and similar + // effects to stabilize after the camera has been adjusted + uint32_t captureSettleLatency; + // Game scale, the size of a world unit measured in meters + float metersInWorldUnit; + // Integration will support Camera::screenOriginXOffset/screenOriginYOffset + bool isCameraOffcenteredProjectionSupported; + // Integration will support Camera::position + bool isCameraTranslationSupported; + // Integration will support Camera::rotation + bool isCameraRotationSupported; + // Integration will support Camera::horizontalFov + bool isCameraFovSupported; + // Game name, in utf8 encoding, used to name the resulting image files from capturing. + // It is not mandatory to set this field. The name chosen is based on the following + // selection order: + // 1. If GeForce profile exists for the game that name will be used + // 2. If 'titleNameUtf8' is set that will be used + // 3. The executable name is used as a last resort + const char* titleNameUtf8; + // Camera structure will contain vertical FOV if this is set to kVerticalFov + // but horizontal FOV if this is set to kHorizontalFov. To simplify integration set + // this to the same orientation as the game is using. + FovType fovType; + + // These callbacks will be called on the same thread Present()/glSwapBuffers is called + // The thread calling to updateCamera() might be a different thread + + // User defined pointer which is then passed to all the callbacks (nullptr by default) + void* userPointer; + + // The window handle for the game/application where input messages are processed + void* gameWindowHandle; + + // Called when user activates Ansel. Return false if the game cannot comply with the + // request. If the function returns true the following must be done: + // 1. Change the SessionConfigruation settings, but only where you need to (the object + // is already populated with default settings). + // 2. On the next update loop the game will be in an Ansel session. This requires the game + // to + // a) stop drawing any UI or HUD related elements + // b) pause the simulation (if possible) + // c) call ansel::updateCamera and perform associated processing + // 3. Step 2 is repeated on every iteration of update loop until Session is stopped. + StartSessionCallback startSessionCallback; + + // Called when Ansel is deactivated. This call will only be made if the previous call + // to the startSessionCallback returned true. + // Normally games will use this callback to restore their camera to the settings it had + // when the Ansel session was started. + StopSessionCallback stopSessionCallback; + + // Called when the capture of a multipart shot (highres, 360, etc) has started. + // Handy to disable those fullscreen effects that aren't uniform (like vignette) + // This callback is optional (leave nullptr if not needed) + StartCaptureCallback startCaptureCallback; + // Called when the capture of a multipart shot (highres, 360, etc) has stopped. + // Handy to enable those fullscreen effects that were disabled by startCaptureCallback. + // This callback is optional (leave nullptr if not needed) + StopCaptureCallback stopCaptureCallback; + // Integration allows a filter/effect to remain active when the Ansel session is not active + bool isFilterOutsideSessionAllowed; + // The 'isExrSupported' setting has been phased out in version 1.1 of the SDK. Use + // 'isRawAllowed' setting in SessionConfiguration to enable/disable captures into EXR + // format. + bool unused1; + // Holds the sdk version, doesn't require modifications + uint64_t sdkVersion; + + Configuration() + { + right.x = 0.0f; + right.y = 1.0f; + right.z = 0.0f; + up.x = 0.0f; + up.y = 0.0f; + up.z = 1.0f; + forward.x = 1.0f; + forward.y = 0.0f; + forward.z = 0.0f; + translationalSpeedInWorldUnitsPerSecond = 1.0f; + rotationalSpeedInDegreesPerSecond = 45.0f; + captureLatency = 1; + captureSettleLatency = 0; + metersInWorldUnit = 1.0f; + isCameraOffcenteredProjectionSupported = true; + isCameraTranslationSupported = true; + isCameraRotationSupported = true; + isCameraFovSupported = true; + titleNameUtf8 = nullptr; + fovType = kHorizontalFov; + userPointer = nullptr; + gameWindowHandle = 0; + startSessionCallback = nullptr; + stopSessionCallback = nullptr; + startCaptureCallback = nullptr; + stopCaptureCallback = nullptr; + isFilterOutsideSessionAllowed = true; + unused1 = false; + sdkVersion = ANSEL_SDK_VERSION; + } + }; + + // Called during startup by the game. See 'Configuration' for further documentation. + ANSEL_SDK_API SetConfigurationStatus setConfiguration(const Configuration& cfg); + + // Can be called *after* D3D device has been created to see if Ansel is available. + // If called prior to D3D device creation it will always return false. + // Can be called *before* calling setConfiguration in which case it'll return true if Ansel is potentially available, otherwise false. + // If setConfiguration fails for any reason this function will return false (even if Ansel would be available otherwise) + // until a successfull call to setConfiguration has been made. + ANSEL_SDK_API bool isAnselAvailable(); +} + diff --git a/include/ansel/Defines.h b/include/ansel/Defines.h new file mode 100644 index 0000000..56e76bc --- /dev/null +++ b/include/ansel/Defines.h @@ -0,0 +1,39 @@ +// 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 2015 NVIDIA Corporation. All rights reserved. + +#pragma once + +#ifdef ANSEL_SDK_EXPORTS + #define ANSEL_SDK_API extern "C" __declspec(dllexport) + #define ANSEL_SDK_CLASS_API __declspec(dllexport) +#elif !defined(ANSEL_SDK_DELAYLOAD) + #define ANSEL_SDK_API extern "C" __declspec(dllimport) + #define ANSEL_SDK_CLASS_API __declspec(dllimport) +#else + #define ANSEL_SDK_API + #define ANSEL_SDK_CLASS_API +#endif diff --git a/include/ansel/Hints.h b/include/ansel/Hints.h new file mode 100644 index 0000000..81068a7 --- /dev/null +++ b/include/ansel/Hints.h @@ -0,0 +1,67 @@ +// 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 2015 NVIDIA Corporation. All rights reserved. + +#pragma once +#include <cstdint> +#include <ansel/Defines.h> + +namespace ansel +{ + enum HintType + { + kHintTypePreBind, + kHintTypePostBind + }; + + enum HintThreadingBehaviour + { + kThreadingBehaviourMatchAutomatic = 0, + kThreadingBehaviourNoMatching = 0xFFFFFFFFFFFFFFFFull + }; + + // Call this right before setting HDR render target active + // hintType is an optional argument specifying what type of hint is this - + // it could be called after or before the bind of a buffer that this hint marks. + // The default option is kHintTypePreBind, which means the hint should be called before + // the render target is bound. + // threadId is an optional argument allowing Ansel to match the thread which calls + // SetRenderTarget (or analogous function, since this is graphics API dependent) + // to the thread which called the hint. The default value of kNoMatching + // means that no such matching is going to happen. The special value of 0 means that + // Ansel SDK is going to match thread ids automatically. Any other value means a specific thread id + // known at integration side. + ANSEL_SDK_API void markHdrBufferBind(HintType hintType = kHintTypePreBind, uint64_t threadId = kThreadingBehaviourNoMatching); + // Call this right after the last draw call into the HDR render target + // threadId is an optional argument allowing Ansel to match the thread which calls + // SetRenderTarget (or analogous function, since this is graphics API dependent) + // to the thread which called the hint. The default value of kNoMatching + // means that no such matching is going to happen. The special value of 0 means that + // Ansel SDK is going to match thread ids automatically. Any other value means a specific thread id + // known at integration side. + ANSEL_SDK_API void markHdrBufferFinished(uint64_t threadId = kThreadingBehaviourNoMatching); +} + diff --git a/include/ansel/Session.h b/include/ansel/Session.h new file mode 100644 index 0000000..53520e4 --- /dev/null +++ b/include/ansel/Session.h @@ -0,0 +1,105 @@ +// 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 2015 NVIDIA Corporation. All rights reserved. + +#pragma once +#include <ansel/Defines.h> + +namespace ansel +{ + struct SessionConfiguration + { + // User can move the camera during session + bool isTranslationAllowed; + // Camera can be rotated during session + bool isRotationAllowed; + // FoV can be modified during session + bool isFovChangeAllowed; + // Game is paused during session + bool isPauseAllowed; + // Game allows highres capture during session + bool isHighresAllowed; + // Game allows 360 capture during session + bool is360MonoAllowed; + // Game allows 360 stereo capture during session + bool is360StereoAllowed; + // Game allows capturing pre-tonemapping raw HDR buffer + bool isRawAllowed; + // The speed at which camera moves in the world, initialized with a value given in Configuration + float translationalSpeedInWorldUnitsPerSecond; + // The speed at which camera rotates, initialized with a value given in Configuration + float rotationalSpeedInDegreesPerSecond; + + SessionConfiguration() + { + isTranslationAllowed = true; + isRotationAllowed = true; + isFovChangeAllowed = true; + isPauseAllowed = true; + isHighresAllowed = true; + is360MonoAllowed = true; + is360StereoAllowed = true; + isRawAllowed = true; + } + }; + + enum StartSessionStatus + { + kDisallowed = 0, + kAllowed + }; + + enum CaptureType + { + kCaptureType360Mono = 0, + kCaptureType360Stereo, + kCaptureTypeSuperResolution, + kCaptureTypeStereo + }; + + struct CaptureConfiguration + { + CaptureType captureType; + }; + + typedef StartSessionStatus(*StartSessionCallback)(SessionConfiguration& settings, void* userPointer); + typedef void(*StopSessionCallback)(void* userPointer); + typedef void(*StartCaptureCallback)(const CaptureConfiguration&, void* userPointer); + typedef void(*StopCaptureCallback)(void* userPointer); + + // Starts a session if there is not one already active. This function can be used to trigger + // Ansel via any method that the game chooses (key combination, controller input, etc) + ANSEL_SDK_API void startSession(); + + // Stops current session if there is one active. This function needs to be used if the + // startSession function was used to implement custom activation method. The same custom + // activation method needs to used to deactivate Ansel. If for instance left-stick pressed + // was used for startSession then the same should be used for stopping the Ansel session. + // This function can also be used if Ansel session needs to be interrupted + // (for instance an online game where connection loss is experienced and needs to be + // reported). + ANSEL_SDK_API void stopSession(); +}
\ No newline at end of file diff --git a/include/ansel/Version.h b/include/ansel/Version.h new file mode 100644 index 0000000..27f9d2b --- /dev/null +++ b/include/ansel/Version.h @@ -0,0 +1,52 @@ +// 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 2016 NVIDIA Corporation. All rights reserved. + +#pragma once + +// These are the version numbers used to version the API between Ansel SDK and the driver. +// The driver provides backwards compatibility to all MINOR versions that are equal or lower +// but requires matching MAJOR version. This effectively means that MAJOR version number will *not* +// change because this would mean that a newer driver would stop supporting older Ansel SDKs. +// The driver does however not provide forwards compatibility, i.e. when a new interface or change +// in behavior is introduced between Ansel SDK and the driver the MINOR version is incremented. This +// means that new driver supporting this new MINOR version is required. To track this relationship +// we use the MINIMUM_DRIVER_VERSION define. When you increment MINOR version you need to adjust the +// MINIMUM_DRIVER_VERSION as well. While a public driver hasn't been finalized use our internal +// release tags to identify it (like 378.GA2). +#define ANSEL_SDK_PRODUCT_VERSION_MAJOR 1 +#define ANSEL_SDK_PRODUCT_VERSION_MINOR 1 +#define ANSEL_SDK_MINIMUM_DRIVER_VERSION "378.49" + +// The lines below are automatically updated by build agents. Please don't touch. +// The BUILD_NUMBER and COMMIT_HASH are useful in uniquely identifying a build of the Ansel SDK. +// Changes to the customer facing API can be tracked with these since they are automatically +// updated every time a change is made. +#define ANSEL_SDK_BUILD_NUMBER 1027 +#define ANSEL_SDK_COMMIT_HASH 0x6e9b4e3a + +#define ANSEL_SDK_VERSION ( uint64_t(ANSEL_SDK_PRODUCT_VERSION_MAJOR) << 48 | uint64_t(ANSEL_SDK_PRODUCT_VERSION_MINOR) << 32 \ + | ANSEL_SDK_COMMIT_HASH ) diff --git a/include/nv/Quat.h b/include/nv/Quat.h new file mode 100644 index 0000000..94a4b44 --- /dev/null +++ b/include/nv/Quat.h @@ -0,0 +1,10 @@ +#pragma once + +namespace nv +{ + struct Quat + { + float x, y, z, w; + }; +} + diff --git a/include/nv/Vec3.h b/include/nv/Vec3.h new file mode 100644 index 0000000..e7e7d86 --- /dev/null +++ b/include/nv/Vec3.h @@ -0,0 +1,12 @@ +#pragma once + +namespace nv +{ + +struct Vec3 +{ + float x, y, z; +}; + + +} // end of nv namspace
\ No newline at end of file |