diff options
| author | Dmitry Duka <[email protected]> | 2017-09-13 21:36:04 +0300 |
|---|---|---|
| committer | Dmitry Duka <[email protected]> | 2017-09-13 21:36:04 +0300 |
| commit | 0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8 (patch) | |
| tree | a8d1b2dbb71532871e95da756eb17bcb7d09e0c3 /include | |
| parent | Pulling latest Ansel SDK 1.4 into master (diff) | |
| download | anselsdk-0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8.tar.xz anselsdk-0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8.zip | |
Updating Ansel SDK to the latest revisionv1.4.339
Diffstat (limited to 'include')
| -rw-r--r-- | include/AnselSDK.h | 70 | ||||
| -rw-r--r-- | include/ansel/Camera.h | 126 | ||||
| -rw-r--r-- | include/ansel/Configuration.h | 366 | ||||
| -rw-r--r-- | include/ansel/Defines.h | 78 | ||||
| -rw-r--r-- | include/ansel/Hints.h | 158 | ||||
| -rw-r--r-- | include/ansel/Session.h | 218 | ||||
| -rw-r--r-- | include/ansel/UserControls.h | 198 | ||||
| -rw-r--r-- | include/ansel/Version.h | 104 | ||||
| -rw-r--r-- | include/nv/Quat.h | 20 | ||||
| -rw-r--r-- | include/nv/Vec3.h | 22 |
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 |