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authorDmitry Duka <[email protected]>2017-09-13 21:36:04 +0300
committerDmitry Duka <[email protected]>2017-09-13 21:36:04 +0300
commit0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8 (patch)
treea8d1b2dbb71532871e95da756eb17bcb7d09e0c3 /include
parentPulling latest Ansel SDK 1.4 into master (diff)
downloadanselsdk-0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8.tar.xz
anselsdk-0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8.zip
Updating Ansel SDK to the latest revisionv1.4.339
Diffstat (limited to 'include')
-rw-r--r--include/AnselSDK.h70
-rw-r--r--include/ansel/Camera.h126
-rw-r--r--include/ansel/Configuration.h366
-rw-r--r--include/ansel/Defines.h78
-rw-r--r--include/ansel/Hints.h158
-rw-r--r--include/ansel/Session.h218
-rw-r--r--include/ansel/UserControls.h198
-rw-r--r--include/ansel/Version.h104
-rw-r--r--include/nv/Quat.h20
-rw-r--r--include/nv/Vec3.h22
10 files changed, 680 insertions, 680 deletions
diff --git a/include/AnselSDK.h b/include/AnselSDK.h
index e705862..a158f5c 100644
--- a/include/AnselSDK.h
+++ b/include/AnselSDK.h
@@ -1,35 +1,35 @@
-// 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
-
-#include <ansel/Configuration.h>
-#include <ansel/Session.h>
-#include <ansel/Camera.h>
-#include <ansel/Hints.h>
-#include <ansel/UserControls.h>
-
+// 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
+
+#include <ansel/Configuration.h>
+#include <ansel/Session.h>
+#include <ansel/Camera.h>
+#include <ansel/Hints.h>
+#include <ansel/UserControls.h>
+
diff --git a/include/ansel/Camera.h b/include/ansel/Camera.h
index 435b53f..5741af2 100644
--- a/include/ansel/Camera.h
+++ b/include/ansel/Camera.h
@@ -1,63 +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 2016 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);
-}
-
+// 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
+#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
index 742ba10..96169e4 100644
--- a/include/ansel/Configuration.h
+++ b/include/ansel/Configuration.h
@@ -1,183 +1,183 @@
-// 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
-#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::projectionOffsetX/projectionOffsetY
- 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 kDisallowed if the game cannot comply with the
- // request. If the function returns kAllowed 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. During an Ansel session
- // the game :
- // a) Must stop drawing UI and HUD elements on the screen, including mouse cursor
- // b) Must call ansel::updateCamera on every frame
- // c) Should pause rendering time (i.e. no movement should be visible in the world)
- // d) Should not act on any input from mouse and keyboard and must not act on any input
- // from gamepads
- // 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 kAllowed.
- // 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;
- // The 'isFilterOutsideSessionAllowed' setting has been phased out in version 1.3 of the
- // SDK. This feature was only temporarily supported and no games took advantage of it.
- bool unused2;
- // 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;
- unused2 = 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();
-}
-
+// 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
+#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::projectionOffsetX/projectionOffsetY
+ 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 kDisallowed if the game cannot comply with the
+ // request. If the function returns kAllowed 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. During an Ansel session
+ // the game :
+ // a) Must stop drawing UI and HUD elements on the screen, including mouse cursor
+ // b) Must call ansel::updateCamera on every frame
+ // c) Should pause rendering time (i.e. no movement should be visible in the world)
+ // d) Should not act on any input from mouse and keyboard and must not act on any input
+ // from gamepads
+ // 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 kAllowed.
+ // 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;
+ // The 'isFilterOutsideSessionAllowed' setting has been phased out in version 1.3 of the
+ // SDK. This feature was only temporarily supported and no games took advantage of it.
+ bool unused2;
+ // 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;
+ unused2 = 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
index 1526c76..a591287 100644
--- a/include/ansel/Defines.h
+++ b/include/ansel/Defines.h
@@ -1,39 +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 2016 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
+// 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
+
+#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
index 915c255..961cb11 100644
--- a/include/ansel/Hints.h
+++ b/include/ansel/Hints.h
@@ -1,79 +1,79 @@
-// 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
-#include <cstdint>
-#include <ansel/Defines.h>
-
-namespace ansel
-{
- enum BufferType
- {
- kBufferTypeHDR = 0,
- kBufferTypeDepth,
- kBufferTypeHUDless,
- kBufferTypeCount
- };
-
- enum HintType
- {
- kHintTypePreBind,
- kHintTypePostBind
- };
-
- enum HintThreadingBehaviour
- {
- kThreadingBehaviourMatchAutomatic = 0,
- kThreadingBehaviourNoMatching = 0xFFFFFFFFFFFFFFFFull
- };
-
- // Call this right before setting HDR render target active
- // bufferType is an optional argument specifying what type of buffer is this -
- // an HDR color buffer, a depth buffer or HUDless buffer. The default option is HDR color buffer.
- // 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 markBufferBind(BufferType bufferType = kBufferTypeHDR, HintType hintType = kHintTypePreBind, uint64_t threadId = kThreadingBehaviourNoMatching);
- // Call this right after the last draw call into the HDR render target
- // bufferType is an optional argument specifying what type of buffer is this -
- // an HDR color buffer, a depth buffer or HUDless buffer. The default option is HDR color buffer.
- // 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 markBufferFinished(BufferType bufferType = kBufferTypeHDR, uint64_t threadId = kThreadingBehaviourNoMatching);
-}
-
+// 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
+#include <cstdint>
+#include <ansel/Defines.h>
+
+namespace ansel
+{
+ enum BufferType
+ {
+ kBufferTypeHDR = 0,
+ kBufferTypeDepth,
+ kBufferTypeHUDless,
+ kBufferTypeCount
+ };
+
+ enum HintType
+ {
+ kHintTypePreBind,
+ kHintTypePostBind
+ };
+
+ enum HintThreadingBehaviour
+ {
+ kThreadingBehaviourMatchAutomatic = 0,
+ kThreadingBehaviourNoMatching = 0xFFFFFFFFFFFFFFFFull
+ };
+
+ // Call this right before setting HDR render target active
+ // bufferType is an optional argument specifying what type of buffer is this -
+ // an HDR color buffer, a depth buffer or HUDless buffer. The default option is HDR color buffer.
+ // 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 markBufferBind(BufferType bufferType = kBufferTypeHDR, HintType hintType = kHintTypePreBind, uint64_t threadId = kThreadingBehaviourNoMatching);
+ // Call this right after the last draw call into the HDR render target
+ // bufferType is an optional argument specifying what type of buffer is this -
+ // an HDR color buffer, a depth buffer or HUDless buffer. The default option is HDR color buffer.
+ // 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 markBufferFinished(BufferType bufferType = kBufferTypeHDR, uint64_t threadId = kThreadingBehaviourNoMatching);
+}
+
diff --git a/include/ansel/Session.h b/include/ansel/Session.h
index e9dd9c7..60647b7 100644
--- a/include/ansel/Session.h
+++ b/include/ansel/Session.h
@@ -1,109 +1,109 @@
-// 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
-#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;
- // The maximum FoV value in degrees displayed in the Ansel UI.
- // Any value in the range [140, 179] can be specified and values outside will be clamped to this range.
- float maximumFovInDegrees;
-
- SessionConfiguration()
- {
- isTranslationAllowed = true;
- isRotationAllowed = true;
- isFovChangeAllowed = true;
- isPauseAllowed = true;
- isHighresAllowed = true;
- is360MonoAllowed = true;
- is360StereoAllowed = true;
- isRawAllowed = true;
- maximumFovInDegrees = 140.0f;
- }
- };
-
- 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
+// 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
+#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 capture
+ 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;
+ // The maximum FoV value in degrees displayed in the Ansel UI.
+ // Any value in the range [140, 179] can be specified and values outside will be clamped to this range.
+ float maximumFovInDegrees;
+
+ SessionConfiguration()
+ {
+ isTranslationAllowed = true;
+ isRotationAllowed = true;
+ isFovChangeAllowed = true;
+ isPauseAllowed = true;
+ isHighresAllowed = true;
+ is360MonoAllowed = true;
+ is360StereoAllowed = true;
+ isRawAllowed = true;
+ maximumFovInDegrees = 140.0f;
+ }
+ };
+
+ enum StartSessionStatus
+ {
+ kDisallowed = 0,
+ kAllowed
+ };
+
+ enum CaptureType
+ {
+ kCaptureType360Mono = 0,
+ kCaptureType360Stereo,
+ kCaptureTypeSuperResolution,
+ kCaptureTypeStereo
+ };
+
+ struct CaptureConfiguration
+ {
+ CaptureType captureType;
+ };
+
+ typedef StartSessionStatus(__cdecl *StartSessionCallback)(SessionConfiguration& settings, void* userPointer);
+ typedef void(__cdecl *StopSessionCallback)(void* userPointer);
+ typedef void(__cdecl *StartCaptureCallback)(const CaptureConfiguration&, void* userPointer);
+ typedef void(__cdecl *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();
+}
diff --git a/include/ansel/UserControls.h b/include/ansel/UserControls.h
index 1abe8bd..a19f0d5 100644
--- a/include/ansel/UserControls.h
+++ b/include/ansel/UserControls.h
@@ -1,99 +1,99 @@
-// 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 2017 NVIDIA Corporation. All rights reserved.
-#pragma once
-#include <cstdint>
-#include <ansel/Defines.h>
-
-namespace ansel
-{
- enum UserControlStatus
- {
- kUserControlOk = 0,
- kUserControlIdAlreadyExists,
- kUserControlInvalidId,
- kUserControlInvalidType,
- kUserControlInvalidLabel,
- kUserControlNameTooLong,
- kUserControlInvalidValue,
- kUserControlInvalidLocale,
- kUserControlInvalidCallback
- };
-
- enum UserControlType
- {
- kUserControlSlider = 0,
- kUserControlBoolean
- };
-
- // This is a structure that is being passed into the UserControlCallback and used to specify
- // a control about to be created.
- // It contains id of control that was changed in the Ansel UI or about to be created, it's type and
- // associated value
- // Valid user id is not used by any other control and is an integer starting from 0.
- //
- // The lifetime of value pointer is only limited to the UserControlCallback callback or addUserControl execution
- //
- // In case the type is kUserControlSlider:
- // value should be a pointer to a floating point value in [0.0, 1.0] inclusive range
- // In case the type is kUserControlBoolean:
- // value should be a pointer to a boolean value, which is true in case the control is in checked/selected state, otherwise false
- //
- struct UserControlInfo
- {
- uint32_t userControlId;
- UserControlType userControlType;
- const void* value;
- };
-
- typedef void(*UserControlCallback)(const UserControlInfo& info);
-
- // This structure describes a control to be added.
- // This function requires a valid UserControlCallback callback, a UserControlInfo
- // (id, control type and default value) and a label (non nullptr and non
- // empty string without '\n', '\r' and '\t') encoded in utf8. The length of the label should
- // not exceed 20 characters not counting the trailing zero.
- struct UserControlDesc
- {
- const char* labelUtf8;
- UserControlCallback callback;
- UserControlInfo info;
- };
-
- // This function adds a user control defined with the UserControlDesc object
- ANSEL_SDK_API UserControlStatus addUserControl(const UserControlDesc& desc);
- // This function specifies a translation for a control label.
- // This function requires a valid lang (a-la "en-US", "es-ES", etc) and a label (non nullptr and non
- // empty string without '\n', '\r' and '\t') encoded in utf8. The length of the label should
- // not exceed 20 characters not counting the trailing zero
- ANSEL_SDK_API UserControlStatus setUserControlLabelLocalization(uint32_t userControlId, const char* lang, const char* labelUtf8);
- // This function removes a control that was added previously
- ANSEL_SDK_API UserControlStatus removeUserControl(uint32_t userControlId);
- // This function returns the current control value
- ANSEL_SDK_API UserControlStatus getUserControlValue(uint32_t userControlId, void* value);
- // This function sets the current control value
- ANSEL_SDK_API UserControlStatus setUserControlValue(uint32_t userControlId, const void* value);
-}
+// 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 2017 NVIDIA Corporation. All rights reserved.
+#pragma once
+#include <cstdint>
+#include <ansel/Defines.h>
+
+namespace ansel
+{
+ enum UserControlStatus
+ {
+ kUserControlOk = 0,
+ kUserControlIdAlreadyExists,
+ kUserControlInvalidId,
+ kUserControlInvalidType,
+ kUserControlInvalidLabel,
+ kUserControlNameTooLong,
+ kUserControlInvalidValue,
+ kUserControlInvalidLocale,
+ kUserControlInvalidCallback
+ };
+
+ enum UserControlType
+ {
+ kUserControlSlider = 0,
+ kUserControlBoolean
+ };
+
+ // This is a structure that is being passed into the UserControlCallback and used to specify
+ // a control about to be created.
+ // It contains id of control that was changed in the Ansel UI or about to be created, it's type and
+ // associated value
+ // Valid user id is not used by any other control and is an integer starting from 0.
+ //
+ // The lifetime of value pointer is only limited to the UserControlCallback callback or addUserControl execution
+ //
+ // In case the type is kUserControlSlider:
+ // value should be a pointer to a floating point value in [0.0, 1.0] inclusive range
+ // In case the type is kUserControlBoolean:
+ // value should be a pointer to a boolean value, which is true in case the control is in checked/selected state, otherwise false
+ //
+ struct UserControlInfo
+ {
+ uint32_t userControlId;
+ UserControlType userControlType;
+ const void* value;
+ };
+
+ typedef void(*UserControlCallback)(const UserControlInfo& info);
+
+ // This structure describes a control to be added.
+ // This function requires a valid UserControlCallback callback, a UserControlInfo
+ // (id, control type and default value) and a label (non nullptr and non
+ // empty string without '\n', '\r' and '\t') encoded in utf8. The length of the label should
+ // not exceed 20 characters not counting the trailing zero.
+ struct UserControlDesc
+ {
+ const char* labelUtf8;
+ UserControlCallback callback;
+ UserControlInfo info;
+ };
+
+ // This function adds a user control defined with the UserControlDesc object
+ ANSEL_SDK_API UserControlStatus addUserControl(const UserControlDesc& desc);
+ // This function specifies a translation for a control label.
+ // This function requires a valid lang (a-la "en-US", "es-ES", etc) and a label (non nullptr and non
+ // empty string without '\n', '\r' and '\t') encoded in utf8. The length of the label should
+ // not exceed 20 characters not counting the trailing zero
+ ANSEL_SDK_API UserControlStatus setUserControlLabelLocalization(uint32_t userControlId, const char* lang, const char* labelUtf8);
+ // This function removes a control that was added previously
+ ANSEL_SDK_API UserControlStatus removeUserControl(uint32_t userControlId);
+ // This function returns the current control value
+ ANSEL_SDK_API UserControlStatus getUserControlValue(uint32_t userControlId, void* value);
+ // This function sets the current control value
+ ANSEL_SDK_API UserControlStatus setUserControlValue(uint32_t userControlId, const void* value);
+}
diff --git a/include/ansel/Version.h b/include/ansel/Version.h
index 1134c58..ea3b9a5 100644
--- a/include/ansel/Version.h
+++ b/include/ansel/Version.h
@@ -1,52 +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 4
-#define ANSEL_SDK_MINIMUM_DRIVER_VERSION "384.76"
-
-// 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 295
-#define ANSEL_SDK_COMMIT_HASH 0xb92d0fac
-
-#define ANSEL_SDK_VERSION ( uint64_t(ANSEL_SDK_PRODUCT_VERSION_MAJOR) << 48 | uint64_t(ANSEL_SDK_PRODUCT_VERSION_MINOR) << 32 \
- | ANSEL_SDK_COMMIT_HASH )
+// 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 4
+#define ANSEL_SDK_MINIMUM_DRIVER_VERSION "384.76"
+
+// 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 339
+#define ANSEL_SDK_COMMIT_HASH 0x212e90ca
+
+#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
index 94a4b44..c861d49 100644
--- a/include/nv/Quat.h
+++ b/include/nv/Quat.h
@@ -1,10 +1,10 @@
-#pragma once
-
-namespace nv
-{
- struct Quat
- {
- float x, y, z, w;
- };
-}
-
+#pragma once
+
+namespace nv
+{
+ struct Quat
+ {
+ float x, y, z, w;
+ };
+}
+
diff --git a/include/nv/Vec3.h b/include/nv/Vec3.h
index e7e7d86..757b908 100644
--- a/include/nv/Vec3.h
+++ b/include/nv/Vec3.h
@@ -1,12 +1,12 @@
-#pragma once
-
-namespace nv
-{
-
-struct Vec3
-{
- float x, y, z;
-};
-
-
+#pragma once
+
+namespace nv
+{
+
+struct Vec3
+{
+ float x, y, z;
+};
+
+
} // end of nv namspace \ No newline at end of file