diff options
| author | Andrew Reidmeyer <[email protected]> | 2017-03-15 09:28:59 -0600 |
|---|---|---|
| committer | Andrew Reidmeyer <[email protected]> | 2017-03-15 09:28:59 -0600 |
| commit | f5f6a899903a309f1fc93b31c0297fc7b3b5cf46 (patch) | |
| tree | ed3dece338b579d5b51af494b2d543fb46c43fa3 /docs/api/files/_nv_flow_shader_8h-source.html | |
| download | flow-1.0.0.tar.xz flow-1.0.0.zip | |
Initial 1.0.0 binary releasev1.0.0
Diffstat (limited to 'docs/api/files/_nv_flow_shader_8h-source.html')
| -rw-r--r-- | docs/api/files/_nv_flow_shader_8h-source.html | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/docs/api/files/_nv_flow_shader_8h-source.html b/docs/api/files/_nv_flow_shader_8h-source.html new file mode 100644 index 0000000..9736307 --- /dev/null +++ b/docs/api/files/_nv_flow_shader_8h-source.html @@ -0,0 +1,134 @@ +<html> + <head> + <title>NVIDIA(R) Flow(R) 1.0.0 API Reference: NvFlowShader.h Source File</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="nvflow_logo.png"> + <br> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<div class="navigation" id="top"> + <div class="tabs"> + <ul> + <li><a href="main.html"><span>Main Page</span></a></li> + <li><a href="modules.html"><span>Modules</span></a></li> + <li class="current"><a href="files.html"><span>Files</span></a></li> + </ul> + </div> + <div class="tabs"> + <ul> + <li><a href="files.html"><span>File List</span></a></li> + <li><a href="globals.html"><span>Globals</span></a></li> + </ul> + </div> +<h1>NvFlowShader.h</h1><a href="_nv_flow_shader_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span> +<a name="l00002"></a>00002 <span class="comment"> * Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.</span> +<a name="l00003"></a>00003 <span class="comment"> *</span> +<a name="l00004"></a>00004 <span class="comment"> * NVIDIA CORPORATION and its licensors retain all intellectual property</span> +<a name="l00005"></a>00005 <span class="comment"> * and proprietary rights in and to this software, related documentation</span> +<a name="l00006"></a>00006 <span class="comment"> * and any modifications thereto. Any use, reproduction, disclosure or</span> +<a name="l00007"></a>00007 <span class="comment"> * distribution of this software and related documentation without an express</span> +<a name="l00008"></a>00008 <span class="comment"> * license agreement from NVIDIA CORPORATION is strictly prohibited.</span> +<a name="l00009"></a>00009 <span class="comment"> */</span> +<a name="l00010"></a>00010 +<a name="l00011"></a>00011 <span class="preprocessor">#ifndef NV_FLOW_SHADER_H</span> +<a name="l00012"></a>00012 <span class="preprocessor"></span><span class="preprocessor">#define NV_FLOW_SHADER_H</span> +<a name="l00013"></a>00013 <span class="preprocessor"></span> +<a name="l00014"></a>00014 <span class="comment">// --------------------------- NvFlow Shader Parameters -------------------------------</span> +<a name="l00017"></a>00017 <span class="comment"></span> +<a name="l00018"></a>00018 <span class="preprocessor">#if (NV_FLOW_SHADER_UTILS != 0)</span> +<a name="l00019"></a>00019 <span class="preprocessor"></span> +<a name="l00020"></a>00020 int3 NvFlow_tableVal_to_coord(uint val) +<a name="l00021"></a>00021 { +<a name="l00022"></a>00022 uint valInv = ~val; +<a name="l00023"></a>00023 <span class="keywordflow">return</span> int3( +<a name="l00024"></a>00024 (valInv >> 0) & 0x3FF, +<a name="l00025"></a>00025 (valInv >> 10) & 0x3FF, +<a name="l00026"></a>00026 (valInv >> 20) & 0x3FF); +<a name="l00027"></a>00027 } +<a name="l00028"></a>00028 +<a name="l00029"></a>00029 <span class="preprocessor">#define NV_FLOW_DISPATCH_ID_TO_VIRTUAL(blockListSRV, params) \</span> +<a name="l00030"></a>00030 <span class="preprocessor"> int3 DispatchIDToVirtual(uint3 tidx) \</span> +<a name="l00031"></a>00031 <span class="preprocessor"> { \</span> +<a name="l00032"></a>00032 <span class="preprocessor"> uint blockID = tidx.x >> params.blockDimBits.x; \</span> +<a name="l00033"></a>00033 <span class="preprocessor"> int3 vBlockIdx = NvFlow_tableVal_to_coord(blockListSRV[blockID]); \</span> +<a name="l00034"></a>00034 <span class="preprocessor"> int3 vidx = (vBlockIdx << params.blockDimBits.xyz) | (tidx & (params.blockDim.xyz - int3(1,1,1))); \</span> +<a name="l00035"></a>00035 <span class="preprocessor"> return vidx; \</span> +<a name="l00036"></a>00036 <span class="preprocessor"> }</span> +<a name="l00037"></a>00037 <span class="preprocessor"></span> +<a name="l00038"></a>00038 <span class="preprocessor">#define NV_FLOW_VIRTUAL_TO_REAL(name, blockTableSRV, params) \</span> +<a name="l00039"></a>00039 <span class="preprocessor"> int3 name(int3 vidx) \</span> +<a name="l00040"></a>00040 <span class="preprocessor"> { \</span> +<a name="l00041"></a>00041 <span class="preprocessor"> if(params.isVTR.x != 0) \</span> +<a name="l00042"></a>00042 <span class="preprocessor"> { \</span> +<a name="l00043"></a>00043 <span class="preprocessor"> return vidx; \</span> +<a name="l00044"></a>00044 <span class="preprocessor"> } \</span> +<a name="l00045"></a>00045 <span class="preprocessor"> else \</span> +<a name="l00046"></a>00046 <span class="preprocessor"> { \</span> +<a name="l00047"></a>00047 <span class="preprocessor"> int3 vBlockIdx = vidx >> params.blockDimBits.xyz; \</span> +<a name="l00048"></a>00048 <span class="preprocessor"> int3 rBlockIdx = NvFlow_tableVal_to_coord(blockTableSRV[vBlockIdx]); \</span> +<a name="l00049"></a>00049 <span class="preprocessor"> int3 ridx = (rBlockIdx << params.blockDimBits.xyz) | (vidx & (params.blockDim.xyz - int3(1, 1, 1))); \</span> +<a name="l00050"></a>00050 <span class="preprocessor"> return ridx; \</span> +<a name="l00051"></a>00051 <span class="preprocessor"> } \</span> +<a name="l00052"></a>00052 <span class="preprocessor"> }</span> +<a name="l00053"></a>00053 <span class="preprocessor"></span> +<a name="l00054"></a>00054 <span class="preprocessor">#define NV_FLOW_VIRTUAL_TO_REAL_LINEAR(name, blockTableSRV, params) \</span> +<a name="l00055"></a>00055 <span class="preprocessor"> float3 name(float3 vidx) \</span> +<a name="l00056"></a>00056 <span class="preprocessor"> { \</span> +<a name="l00057"></a>00057 <span class="preprocessor"> if(params.isVTR.x != 0) \</span> +<a name="l00058"></a>00058 <span class="preprocessor"> { \</span> +<a name="l00059"></a>00059 <span class="preprocessor"> return vidx; \</span> +<a name="l00060"></a>00060 <span class="preprocessor"> } \</span> +<a name="l00061"></a>00061 <span class="preprocessor"> else \</span> +<a name="l00062"></a>00062 <span class="preprocessor"> { \</span> +<a name="l00063"></a>00063 <span class="preprocessor"> float3 vBlockIdxf = params.blockDimInv.xyz * vidx; \</span> +<a name="l00064"></a>00064 <span class="preprocessor"> int3 vBlockIdx = int3(floor(vBlockIdxf)); \</span> +<a name="l00065"></a>00065 <span class="preprocessor"> int3 rBlockIdx = NvFlow_tableVal_to_coord(blockTableSRV[vBlockIdx]); \</span> +<a name="l00066"></a>00066 <span class="preprocessor"> float3 rBlockIdxf = float3(rBlockIdx); \</span> +<a name="l00067"></a>00067 <span class="preprocessor"> float3 ridx = float3(params.linearBlockDim.xyz * rBlockIdx) + float3(params.blockDim.xyz) * (vBlockIdxf - float3(vBlockIdx)) + float3(params.linearBlockOffset.xyz); \</span> +<a name="l00068"></a>00068 <span class="preprocessor"> return ridx; \</span> +<a name="l00069"></a>00069 <span class="preprocessor"> } \</span> +<a name="l00070"></a>00070 <span class="preprocessor"> }</span> +<a name="l00071"></a>00071 <span class="preprocessor"></span> +<a name="l00072"></a>00072 <span class="preprocessor">#endif</span> +<a name="l00073"></a>00073 <span class="preprocessor"></span> +<a name="l00075"></a><a class="code" href="struct_nv_flow_shader_point_params.html">00075</a> <span class="keyword">struct </span><a class="code" href="struct_nv_flow_shader_point_params.html" title="Parameters for shaders using the point format (no linear interpolation).">NvFlowShaderPointParams</a> +<a name="l00076"></a>00076 { +<a name="l00077"></a><a class="code" href="struct_nv_flow_shader_point_params.html#e92d139fd9ff60fd332eabe792d07a1e">00077</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_point_params.html#e92d139fd9ff60fd332eabe792d07a1e">isVTR</a>; +<a name="l00078"></a><a class="code" href="struct_nv_flow_shader_point_params.html#33b85a6d54d70d6971e6b549bf7736ab">00078</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_point_params.html#33b85a6d54d70d6971e6b549bf7736ab">blockDim</a>; +<a name="l00079"></a><a class="code" href="struct_nv_flow_shader_point_params.html#ccd0ec4c26dc71754c674b34b5b30748">00079</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_point_params.html#ccd0ec4c26dc71754c674b34b5b30748">blockDimBits</a>; +<a name="l00080"></a><a class="code" href="struct_nv_flow_shader_point_params.html#0aada86c4bc4c08747c900718a9c50d1">00080</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_point_params.html#0aada86c4bc4c08747c900718a9c50d1">poolGridDim</a>; +<a name="l00081"></a><a class="code" href="struct_nv_flow_shader_point_params.html#490ee1c8be4a0fc74979fc3cab3835ff">00081</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_point_params.html#490ee1c8be4a0fc74979fc3cab3835ff">gridDim</a>; +<a name="l00082"></a>00082 }; +<a name="l00083"></a>00083 +<a name="l00085"></a><a class="code" href="struct_nv_flow_shader_linear_params.html">00085</a> <span class="keyword">struct </span><a class="code" href="struct_nv_flow_shader_linear_params.html" title="Parameters for shaders using the linear format (linear interpolation).">NvFlowShaderLinearParams</a> +<a name="l00086"></a>00086 { +<a name="l00087"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#a2e948ac1a772da8374626dec9315f72">00087</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#a2e948ac1a772da8374626dec9315f72">isVTR</a>; +<a name="l00088"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#69631f601014641ec5ad12c60ba6420b">00088</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#69631f601014641ec5ad12c60ba6420b">blockDim</a>; +<a name="l00089"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#2ca83f5febd691e139a8a76cbc314b1e">00089</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#2ca83f5febd691e139a8a76cbc314b1e">blockDimBits</a>; +<a name="l00090"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#02d243b073e263c02afc90149f928520">00090</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#02d243b073e263c02afc90149f928520">poolGridDim</a>; +<a name="l00091"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#59c63fe685f56be965f0b0919e1c1ae6">00091</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#59c63fe685f56be965f0b0919e1c1ae6">gridDim</a>; +<a name="l00092"></a>00092 +<a name="l00093"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#f3434308f6111a7a59b73c64254077bb">00093</a> <a class="code" href="struct_nv_flow_float4.html">NvFlowFloat4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#f3434308f6111a7a59b73c64254077bb">blockDimInv</a>; +<a name="l00094"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#87259fa8e3fcda60249100d8cbb9a138">00094</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#87259fa8e3fcda60249100d8cbb9a138">linearBlockDim</a>; +<a name="l00095"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#fc30a82d0fcf6f33f549a4e7980c7973">00095</a> <a class="code" href="struct_nv_flow_uint4.html">NvFlowUint4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#fc30a82d0fcf6f33f549a4e7980c7973">linearBlockOffset</a>; +<a name="l00096"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#da4c61f704f899f73b2ce9d118527b6a">00096</a> <a class="code" href="struct_nv_flow_float4.html">NvFlowFloat4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#da4c61f704f899f73b2ce9d118527b6a">dimInv</a>; +<a name="l00097"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#9af2131e211304d7349d8a1ec12c6ae1">00097</a> <a class="code" href="struct_nv_flow_float4.html">NvFlowFloat4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#9af2131e211304d7349d8a1ec12c6ae1">vdim</a>; +<a name="l00098"></a><a class="code" href="struct_nv_flow_shader_linear_params.html#53f66d61220b0342b8f05152d22abf5d">00098</a> <a class="code" href="struct_nv_flow_float4.html">NvFlowFloat4</a> <a class="code" href="struct_nv_flow_shader_linear_params.html#53f66d61220b0342b8f05152d22abf5d">vdimInv</a>; +<a name="l00099"></a>00099 }; +<a name="l00100"></a>00100 +<a name="l00102"></a>00102 +<a name="l00103"></a>00103 <span class="preprocessor">#endif</span> +</pre></div></div> +<!-- start footer part --> +<div class="footer"> +Copyright © 2014-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</div> +</body> +</html> |