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diff --git a/include/NvFlowContextExt.h b/include/NvFlowContextExt.h
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+/*
+* Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, 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.
+*/
+
+#pragma once
+
+#include "NvFlowContext.h"
+
+//! GPU Graphics and compute interface
+struct NvFlowContext;
+
+struct NvFlowConstantBuffer;
+struct NvFlowVertexBuffer;
+struct NvFlowIndexBuffer;
+struct NvFlowResource;
+struct NvFlowResourceRW;
+struct NvFlowBuffer;
+struct NvFlowTexture1D;
+struct NvFlowTexture2D;
+struct NvFlowTexture3D;
+
+//! Interface to manage resource reference count and lifetime
+struct NvFlowContextObject;
+
+NV_FLOW_API NvFlowUint NvFlowContextObjectAddRef(NvFlowContextObject* object);
+
+NV_FLOW_API NvFlowUint NvFlowContextObjectRelease(NvFlowContextObject* object);
+
+NV_FLOW_API NvFlowUint64 NvFlowContextObjectGetGPUBytesUsed(NvFlowContextObject* object);
+
+//! Handle for mapped pitched data
+struct NvFlowMappedData
+{
+ void* data;
+ NvFlowUint rowPitch;
+ NvFlowUint depthPitch;
+};
+
+//! A constant buffer
+struct NvFlowConstantBuffer;
+
+struct NvFlowConstantBufferDesc
+{
+ NvFlowUint sizeInBytes;
+ bool uploadAccess;
+};
+
+NV_FLOW_API void NvFlowConstantBufferGetDesc(NvFlowConstantBuffer* buffer, NvFlowConstantBufferDesc* desc);
+
+NV_FLOW_API NvFlowConstantBuffer* NvFlowCreateConstantBuffer(NvFlowContext* context, const NvFlowConstantBufferDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseConstantBuffer(NvFlowConstantBuffer* buffer);
+
+NV_FLOW_API NvFlowContextObject* NvFlowConstantBufferGetContextObject(NvFlowConstantBuffer* buffer);
+
+NV_FLOW_API void* NvFlowConstantBufferMap(NvFlowContext* context, NvFlowConstantBuffer* constantBuffer);
+
+NV_FLOW_API void NvFlowConstantBufferUnmap(NvFlowContext* context, NvFlowConstantBuffer* constantBuffer);
+
+//! A vertex buffer
+struct NvFlowVertexBuffer;
+
+struct NvFlowVertexBufferDesc
+{
+ const void* data;
+ NvFlowUint sizeInBytes;
+};
+
+NV_FLOW_API void NvFlowVertexBufferGetDesc(NvFlowVertexBuffer* buffer, NvFlowVertexBufferDesc* desc);
+
+NV_FLOW_API NvFlowVertexBuffer* NvFlowCreateVertexBuffer(NvFlowContext* context, const NvFlowVertexBufferDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseVertexBuffer(NvFlowVertexBuffer* vertexBuffer);
+
+NV_FLOW_API NvFlowContextObject* NvFlowVertexBufferGetContextObject(NvFlowVertexBuffer* buffer);
+
+NV_FLOW_API void* NvFlowVertexBufferMap(NvFlowContext* context, NvFlowVertexBuffer* vertexBuffer);
+
+NV_FLOW_API void NvFlowVertexBufferUnmap(NvFlowContext* context, NvFlowVertexBuffer* vertexBuffer);
+
+//! An index buffer
+struct NvFlowIndexBuffer;
+
+struct NvFlowIndexBufferDesc
+{
+ const void* data;
+ NvFlowUint sizeInBytes;
+ NvFlowFormat format;
+};
+
+NV_FLOW_API void NvFlowIndexBufferGetDesc(NvFlowIndexBuffer* index, NvFlowIndexBufferDesc* desc);
+
+NV_FLOW_API NvFlowIndexBuffer* NvFlowCreateIndexBuffer(NvFlowContext* context, const NvFlowIndexBufferDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseIndexBuffer(NvFlowIndexBuffer* buffer);
+
+NV_FLOW_API NvFlowContextObject* NvFlowIndexBufferGetContextObject(NvFlowIndexBuffer* buffer);
+
+NV_FLOW_API void* NvFlowIndexBufferMap(NvFlowContext* context, NvFlowIndexBuffer* indexBuffer);
+
+NV_FLOW_API void NvFlowIndexBufferUnmap(NvFlowContext* context, NvFlowIndexBuffer* indexBuffer);
+
+//! A read only resource interface
+struct NvFlowResource;
+
+NV_FLOW_API NvFlowContextObject* NvFlowResourceGetContextObject(NvFlowResource* resource);
+
+//! A read/write resource interface
+struct NvFlowResourceRW;
+
+NV_FLOW_API NvFlowContextObject* NvFlowResourceRWGetContextObject(NvFlowResourceRW* resourceRW);
+
+NV_FLOW_API NvFlowResource* NvFlowResourceRWGetResource(NvFlowResourceRW* resourceRW);
+
+//! A render target interface
+struct NvFlowRenderTarget;
+
+//! Viewport description for rendering
+struct NvFlowViewport
+{
+ float topLeftX;
+ float topLeftY;
+ float width;
+ float height;
+ float minDepth;
+ float maxDepth;
+};
+
+struct NvFlowRenderTargetDesc
+{
+ NvFlowViewport viewport;
+ NvFlowFormat rt_format;
+};
+
+NV_FLOW_API void NvFlowRenderTargetGetDesc(NvFlowRenderTarget* rt, NvFlowRenderTargetDesc* desc);
+
+NV_FLOW_API void NvFlowRenderTargetSetViewport(NvFlowRenderTarget* rt, const NvFlowViewport* viewport);
+
+//! A depth stencil inteface
+struct NvFlowDepthStencil;
+
+struct NvFlowDepthStencilDesc
+{
+ NvFlowFormat ds_format;
+ NvFlowViewport viewport;
+ NvFlowUint width;
+ NvFlowUint height;
+};
+
+NV_FLOW_API void NvFlowDepthStencilGetDesc(NvFlowDepthStencil* ds, NvFlowDepthStencilDesc* desc);
+
+NV_FLOW_API void NvFlowDepthStencilSetViewport(NvFlowDepthStencil* ds, const NvFlowViewport* viewport);
+
+//! A buffer
+struct NvFlowBuffer;
+
+struct NvFlowBufferDesc
+{
+ NvFlowFormat format;
+ NvFlowUint dim;
+ bool uploadAccess;
+ bool downloadAccess;
+};
+
+struct NvFlowBufferViewDesc
+{
+ NvFlowFormat format;
+};
+
+NV_FLOW_API void NvFlowBufferGetDesc(NvFlowBuffer* buffer, NvFlowBufferDesc* desc);
+
+NV_FLOW_API NvFlowBuffer* NvFlowCreateBuffer(NvFlowContext* context, const NvFlowBufferDesc* desc);
+
+NV_FLOW_API NvFlowBuffer* NvFlowCreateBufferView(NvFlowContext* context, NvFlowBuffer* buffer, const NvFlowBufferViewDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseBuffer(NvFlowBuffer* buffer);
+
+NV_FLOW_API NvFlowContextObject* NvFlowBufferGetContextObject(NvFlowBuffer* buffer);
+
+NV_FLOW_API NvFlowResource* NvFlowBufferGetResource(NvFlowBuffer* buffer);
+
+NV_FLOW_API NvFlowResourceRW* NvFlowBufferGetResourceRW(NvFlowBuffer* buffer);
+
+NV_FLOW_API void* NvFlowBufferMap(NvFlowContext* context, NvFlowBuffer* buffer);
+
+NV_FLOW_API void NvFlowBufferUnmap(NvFlowContext* context, NvFlowBuffer* buffer);
+
+NV_FLOW_API void NvFlowBufferUnmapRange(NvFlowContext* context, NvFlowBuffer* buffer, NvFlowUint offset, NvFlowUint numBytes);
+
+NV_FLOW_API void NvFlowBufferDownload(NvFlowContext* context, NvFlowBuffer* buffer);
+
+NV_FLOW_API void NvFlowBufferDownloadRange(NvFlowContext* context, NvFlowBuffer* buffer, NvFlowUint offset, NvFlowUint numBytes);
+
+NV_FLOW_API void* NvFlowBufferMapDownload(NvFlowContext* context, NvFlowBuffer* buffer);
+
+NV_FLOW_API void NvFlowBufferUnmapDownload(NvFlowContext* context, NvFlowBuffer* buffer);
+
+//! A 1D Texture
+struct NvFlowTexture1D;
+
+struct NvFlowTexture1DDesc
+{
+ NvFlowFormat format;
+ NvFlowUint dim;
+ bool uploadAccess;
+};
+
+NV_FLOW_API void NvFlowTexture1DGetDesc(NvFlowTexture1D* tex, NvFlowTexture1DDesc* desc);
+
+NV_FLOW_API NvFlowTexture1D* NvFlowCreateTexture1D(NvFlowContext* context, const NvFlowTexture1DDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseTexture1D(NvFlowTexture1D* tex);
+
+NV_FLOW_API NvFlowContextObject* NvFlowTexture1DGetContextObject(NvFlowTexture1D* tex);
+
+NV_FLOW_API NvFlowResource* NvFlowTexture1DGetResource(NvFlowTexture1D* tex);
+
+NV_FLOW_API NvFlowResourceRW* NvFlowTexture1DGetResourceRW(NvFlowTexture1D* tex);
+
+NV_FLOW_API void* NvFlowTexture1DMap(NvFlowContext* context, NvFlowTexture1D* tex);
+
+NV_FLOW_API void NvFlowTexture1DUnmap(NvFlowContext* context, NvFlowTexture1D* tex);
+
+//! A 2D Texture
+struct NvFlowTexture2D;
+
+struct NvFlowTexture2DDesc
+{
+ NvFlowFormat format;
+ NvFlowUint width;
+ NvFlowUint height;
+};
+
+NV_FLOW_API void NvFlowTexture2DGetDesc(NvFlowTexture2D* tex, NvFlowTexture2DDesc* desc);
+
+NV_FLOW_API NvFlowTexture2D* NvFlowCreateTexture2D(NvFlowContext* context, const NvFlowTexture2DDesc* desc);
+
+NV_FLOW_API NvFlowTexture2D* NvFlowShareTexture2D(NvFlowContext* context, NvFlowTexture2D* sharedTexture);
+
+NV_FLOW_API NvFlowTexture2D* NvFlowCreateTexture2DCrossAPI(NvFlowContext* context, const NvFlowTexture2DDesc* desc);
+
+NV_FLOW_API NvFlowTexture2D* NvFlowShareTexture2DCrossAPI(NvFlowContext* context, NvFlowTexture2D* sharedTexture);
+
+NV_FLOW_API void NvFlowReleaseTexture2D(NvFlowTexture2D* tex);
+
+NV_FLOW_API NvFlowContextObject* NvFlowTexture2DGetContextObject(NvFlowTexture2D* tex);
+
+NV_FLOW_API NvFlowResource* NvFlowTexture2DGetResource(NvFlowTexture2D* tex);
+
+NV_FLOW_API NvFlowResourceRW* NvFlowTexture2DGetResourceRW(NvFlowTexture2D* tex);
+
+//! A 3D Texture
+struct NvFlowTexture3D;
+
+struct NvFlowTexture3DDesc
+{
+ NvFlowFormat format;
+ NvFlowDim dim;
+ bool uploadAccess;
+ bool downloadAccess;
+};
+
+NV_FLOW_API void NvFlowTexture3DGetDesc(NvFlowTexture3D* tex, NvFlowTexture3DDesc* desc);
+
+NV_FLOW_API NvFlowTexture3D* NvFlowCreateTexture3D(NvFlowContext* context, const NvFlowTexture3DDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseTexture3D(NvFlowTexture3D* tex);
+
+NV_FLOW_API NvFlowContextObject* NvFlowTexture3DGetContextObject(NvFlowTexture3D* tex);
+
+NV_FLOW_API NvFlowResource* NvFlowTexture3DGetResource(NvFlowTexture3D* tex);
+
+NV_FLOW_API NvFlowResourceRW* NvFlowTexture3DGetResourceRW(NvFlowTexture3D* tex);
+
+NV_FLOW_API NvFlowMappedData NvFlowTexture3DMap(NvFlowContext* context, NvFlowTexture3D* tex);
+
+NV_FLOW_API void NvFlowTexture3DUnmap(NvFlowContext* context, NvFlowTexture3D* tex);
+
+NV_FLOW_API void NvFlowTexture3DDownload(NvFlowContext* context, NvFlowTexture3D* tex);
+
+NV_FLOW_API NvFlowMappedData NvFlowTexture3DMapDownload(NvFlowContext* context, NvFlowTexture3D* tex);
+
+NV_FLOW_API void NvFlowTexture3DUnmapDownload(NvFlowContext* context, NvFlowTexture3D* tex);
+
+//! A memory heap for 3D Hardware Sparse Texture
+struct NvFlowHeapSparse;
+
+struct NvFlowHeapSparseDesc
+{
+ NvFlowUint sizeInBytes;
+};
+
+NV_FLOW_API void NvFlowHeapSparseGetDesc(NvFlowHeapSparse* heap, NvFlowHeapSparseDesc* desc);
+
+NV_FLOW_API NvFlowHeapSparse* NvFlowCreateHeapSparse(NvFlowContext* context, const NvFlowHeapSparseDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseHeapSparse(NvFlowHeapSparse* heap);
+
+NV_FLOW_API NvFlowContextObject* NvFlowHeapSparseGetContextObject(NvFlowHeapSparse* heap);
+
+//! A 3D Hardware Sparse Texture
+struct NvFlowTexture3DSparse;
+
+struct NvFlowTexture3DSparseDesc
+{
+ NvFlowFormat format;
+ NvFlowDim dim;
+};
+
+NV_FLOW_API void NvFlowTexture3DSparseGetDesc(NvFlowTexture3DSparse* tex, NvFlowTexture3DSparseDesc* desc);
+
+NV_FLOW_API NvFlowTexture3DSparse* NvFlowCreateTexture3DSparse(NvFlowContext* context, const NvFlowTexture3DSparseDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseTexture3DSparse(NvFlowTexture3DSparse* tex);
+
+NV_FLOW_API NvFlowContextObject* NvFlowTexture3DSparseGetContextObject(NvFlowTexture3DSparse* tex);
+
+NV_FLOW_API NvFlowResource* NvFlowTexture3DSparseGetResource(NvFlowTexture3DSparse* tex);
+
+NV_FLOW_API NvFlowResourceRW* NvFlowTexture3DSparseGetResourceRW(NvFlowTexture3DSparse* tex);
+
+//! A 2D texture with render target support
+struct NvFlowColorBuffer;
+
+struct NvFlowColorBufferDesc
+{
+ NvFlowFormat format;
+ NvFlowUint width;
+ NvFlowUint height;
+};
+
+NV_FLOW_API void NvFlowColorBufferGetDesc(NvFlowColorBuffer* tex, NvFlowColorBufferDesc* desc);
+
+NV_FLOW_API NvFlowColorBuffer* NvFlowCreateColorBuffer(NvFlowContext* context, const NvFlowColorBufferDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseColorBuffer(NvFlowColorBuffer* tex);
+
+NV_FLOW_API NvFlowContextObject* NvFlowColorBufferGetContextObject(NvFlowColorBuffer* tex);
+
+NV_FLOW_API NvFlowResource* NvFlowColorBufferGetResource(NvFlowColorBuffer* tex);
+
+NV_FLOW_API NvFlowResourceRW* NvFlowColorBufferGetResourceRW(NvFlowColorBuffer* tex);
+
+NV_FLOW_API NvFlowRenderTarget* NvFlowColorBufferGetRenderTarget(NvFlowColorBuffer* tex);
+
+//! A 2D texture with depth stencil support
+struct NvFlowDepthBuffer;
+
+struct NvFlowDepthBufferDesc
+{
+ NvFlowFormat format_resource;
+ NvFlowFormat format_dsv;
+ NvFlowFormat format_srv;
+ NvFlowUint width;
+ NvFlowUint height;
+};
+
+NV_FLOW_API void NvFlowDepthBufferGetDesc(NvFlowDepthBuffer* depthBuffer, NvFlowDepthBufferDesc* desc);
+
+NV_FLOW_API NvFlowDepthBuffer* NvFlowCreateDepthBuffer(NvFlowContext* context, const NvFlowDepthBufferDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseDepthBuffer(NvFlowDepthBuffer* depthBuffer);
+
+NV_FLOW_API NvFlowContextObject* NvFlowDepthBufferGetContextObject(NvFlowDepthBuffer* depthBuffer);
+
+NV_FLOW_API NvFlowResource* NvFlowDepthBufferGetResource(NvFlowDepthBuffer* depthBuffer);
+
+NV_FLOW_API NvFlowDepthStencil* NvFlowDepthBufferGetDepthStencil(NvFlowDepthBuffer* depthBuffer);
+
+//! A depth stencil imported from the app
+struct NvFlowDepthStencilView;
+
+NV_FLOW_API NvFlowResource* NvFlowDepthStencilViewGetResource(NvFlowDepthStencilView* dsv);
+
+NV_FLOW_API NvFlowDepthStencil* NvFlowDepthStencilViewGetDepthStencil(NvFlowDepthStencilView* dsv);
+
+NV_FLOW_API void NvFlowDepthStencilViewGetDepthBufferDesc(NvFlowDepthStencilView* dsv, NvFlowDepthBufferDesc* desc);
+
+//! A render target imported from the app
+struct NvFlowRenderTargetView;
+
+NV_FLOW_API NvFlowRenderTarget* NvFlowRenderTargetViewGetRenderTarget(NvFlowRenderTargetView* rtv);
+
+//! Constants for dispatch and draw commands
+#define NV_FLOW_DISPATCH_MAX_READ_TEXTURES ( 16u )
+#define NV_FLOW_DISPATCH_MAX_WRITE_TEXTURES ( 8u )
+
+#define NV_FLOW_DRAW_MAX_READ_TEXTURES ( 16u )
+#define NV_FLOW_DRAW_MAX_WRITE_TEXTURES ( 1u )
+#define NV_FLOW_MAX_RENDER_TARGETS ( 8u )
+
+//! A compute shader
+struct NvFlowComputeShader;
+
+struct NvFlowComputeShaderDesc
+{
+ const void* cs;
+ NvFlowUint64 cs_length;
+ const wchar_t* label;
+};
+
+struct NvFlowDispatchParams
+{
+ NvFlowComputeShader* shader;
+ NvFlowDim gridDim;
+ NvFlowConstantBuffer* rootConstantBuffer;
+ NvFlowConstantBuffer* secondConstantBuffer;
+ NvFlowResource* readOnly[NV_FLOW_DISPATCH_MAX_READ_TEXTURES];
+ NvFlowResourceRW* readWrite[NV_FLOW_DISPATCH_MAX_WRITE_TEXTURES];
+};
+
+NV_FLOW_API NvFlowComputeShader* NvFlowCreateComputeShader(NvFlowContext* context, const NvFlowComputeShaderDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseComputeShader(NvFlowComputeShader* computeShader);
+
+//! A graphics shader pipeline
+struct NvFlowGraphicsShader;
+
+struct NvFlowInputElementDesc
+{
+ const char* semanticName;
+ NvFlowFormat format;
+};
+
+enum NvFlowBlendEnum
+{
+ eNvFlowBlend_Zero = 1,
+ eNvFlowBlend_One = 2,
+ eNvFlowBlend_SrcAlpha = 3,
+ eNvFlowBlend_InvSrcAlpha = 4,
+ eNvFlowBlend_DstAlpha = 5,
+ eNvFlowBlend_InvDstAlpha = 6,
+
+ eNvFlowBlend_EnumCount = 7,
+};
+
+enum NvFlowBlendOpEnum
+{
+ eNvFlowBlendOp_Add = 1,
+ eNvFlowBlendOp_Subtract = 2,
+ eNvFlowBlendOp_RevSubtract = 3,
+ eNvFlowBlendOp_Min = 4,
+ eNvFlowBlendOp_Max = 5,
+
+ eNvFlowBlendOp_EnumCount = 6
+};
+
+enum NvFlowComparisonEnum
+{
+ eNvFlowComparison_Never = 1,
+ eNvFlowComparison_Less = 2,
+ eNvFlowComparison_Equal = 3,
+ eNvFlowComparison_LessEqual = 4,
+ eNvFlowComparison_Greater = 5,
+ eNvFlowComparison_NotEqual = 6,
+ eNvFlowComparison_GreaterEqual = 7,
+ eNvFlowComparison_Always = 8,
+
+ eNvFlowComparison_EnumCount = 9
+};
+
+struct NvFlowBlendStateDesc
+{
+ bool enable;
+ NvFlowBlendEnum srcBlendColor;
+ NvFlowBlendEnum dstBlendColor;
+ NvFlowBlendOpEnum blendOpColor;
+ NvFlowBlendEnum srcBlendAlpha;
+ NvFlowBlendEnum dstBlendAlpha;
+ NvFlowBlendOpEnum blendOpAlpha;
+};
+
+enum NvFlowDepthWriteMask
+{
+ eNvFlowDepthWriteMask_Zero = 0,
+ eNvFlowDepthWriteMask_All = 1
+};
+
+struct NvFlowDepthStateDesc
+{
+ bool depthEnable;
+ NvFlowDepthWriteMask depthWriteMask;
+ NvFlowComparisonEnum depthFunc;
+};
+
+struct NvFlowGraphicsShaderDesc
+{
+ const void* vs;
+ NvFlowUint64 vs_length;
+ const void* ps;
+ NvFlowUint64 ps_length;
+ const wchar_t* label;
+
+ NvFlowUint numInputElements;
+ NvFlowInputElementDesc* inputElementDescs;
+
+ NvFlowBlendStateDesc blendState;
+ NvFlowDepthStateDesc depthState;
+ NvFlowUint numRenderTargets;
+ NvFlowFormat renderTargetFormat[NV_FLOW_MAX_RENDER_TARGETS];
+ NvFlowFormat depthStencilFormat;
+
+ bool uavTarget;
+ bool depthClipEnable;
+ bool lineList;
+};
+
+NV_FLOW_API void NvFlowGraphicsShaderGetDesc(NvFlowGraphicsShader* shader, NvFlowGraphicsShaderDesc* desc);
+
+struct NvFlowDrawParams
+{
+ NvFlowGraphicsShader* shader;
+ NvFlowConstantBuffer* rootConstantBuffer;
+ NvFlowResource* vs_readOnly[NV_FLOW_DRAW_MAX_READ_TEXTURES];
+ NvFlowResource* ps_readOnly[NV_FLOW_DRAW_MAX_READ_TEXTURES];
+ NvFlowResourceRW* ps_readWrite[NV_FLOW_DRAW_MAX_WRITE_TEXTURES];
+ bool frontCounterClockwise;
+};
+
+NV_FLOW_API NvFlowGraphicsShader* NvFlowCreateGraphicsShader(NvFlowContext* context, const NvFlowGraphicsShaderDesc* desc);
+
+NV_FLOW_API void NvFlowReleaseGraphicsShader(NvFlowGraphicsShader* shader);
+
+NV_FLOW_API void NvFlowGraphicsShaderSetFormats(NvFlowContext* context, NvFlowGraphicsShader* shader, NvFlowFormat renderTargetFormat, NvFlowFormat depthStencilFormat);
+
+//! A timer for work submitted to a context
+struct NvFlowContextTimer;
+
+NV_FLOW_API NvFlowContextTimer* NvFlowCreateContextTimer(NvFlowContext* context);
+
+NV_FLOW_API void NvFlowReleaseContextTimer(NvFlowContextTimer* timer);
+
+//! A queue of context events
+struct NvFlowContextEventQueue;
+
+NV_FLOW_API NvFlowContextEventQueue* NvFlowCreateContextEventQueue(NvFlowContext* context);
+
+NV_FLOW_API void NvFlowReleaseContextEventQueue(NvFlowContextEventQueue* eventQueue);
+
+//! An interface that create resource and submit GPU work
+struct NvFlowContext;
+
+NV_FLOW_API void NvFlowContextCopyConstantBuffer(NvFlowContext* context, NvFlowConstantBuffer* dst, NvFlowBuffer* src);
+
+NV_FLOW_API void NvFlowContextCopyBuffer(NvFlowContext* context, NvFlowBuffer* dst, NvFlowBuffer* src, NvFlowUint offset, NvFlowUint numBytes);
+
+NV_FLOW_API void NvFlowContextCopyTexture3D(NvFlowContext* context, NvFlowTexture3D* dst, NvFlowTexture3D* src);
+
+NV_FLOW_API void NvFlowContextCopyResource(NvFlowContext* context, NvFlowResourceRW* resourceRW, NvFlowResource* resource);
+
+NV_FLOW_API void NvFlowContextDispatch(NvFlowContext* context, const NvFlowDispatchParams* params);
+
+NV_FLOW_API void NvFlowContextSetVertexBuffer(NvFlowContext* context, NvFlowVertexBuffer* vertexBuffer, NvFlowUint stride, NvFlowUint offset);
+
+NV_FLOW_API void NvFlowContextSetIndexBuffer(NvFlowContext* context, NvFlowIndexBuffer* indexBuffer, NvFlowUint offset);
+
+NV_FLOW_API void NvFlowContextDrawIndexedInstanced(NvFlowContext* context, NvFlowUint indicesPerInstance, NvFlowUint numInstances, const NvFlowDrawParams* params);
+
+NV_FLOW_API void NvFlowContextSetRenderTarget(NvFlowContext* context, NvFlowRenderTarget* rt, NvFlowDepthStencil* ds);
+
+NV_FLOW_API void NvFlowContextSetViewport(NvFlowContext* context, const NvFlowViewport* viewport);
+
+NV_FLOW_API void NvFlowContextClearRenderTarget(NvFlowContext* context, NvFlowRenderTarget* rt, const NvFlowFloat4 color);
+
+NV_FLOW_API void NvFlowContextClearDepthStencil(NvFlowContext* context, NvFlowDepthStencil* ds, const float depth);
+
+NV_FLOW_API void NvFlowContextRestoreResourceState(NvFlowContext* context, NvFlowResource* resource);
+
+NV_FLOW_API bool NvFlowContextIsSparseTextureSupported(NvFlowContext* context);
+
+NV_FLOW_API void NvFlowContextUpdateSparseMapping(NvFlowContext* context, NvFlowTexture3DSparse* tex, NvFlowHeapSparse* heap, NvFlowUint* blockTableImage, NvFlowUint rowPitch, NvFlowUint depthPitch);
+
+NV_FLOW_API void NvFlowContextTimerBegin(NvFlowContext* context, NvFlowContextTimer* timer);
+
+NV_FLOW_API void NvFlowContextTimerEnd(NvFlowContext* context, NvFlowContextTimer* timer);
+
+NV_FLOW_API void NvFlowContextTimerGetResult(NvFlowContext* context, NvFlowContextTimer* timer, float* timeGPU, float* timeCPU);
+
+NV_FLOW_API void NvFlowContextEventQueuePush(NvFlowContext* context, NvFlowContextEventQueue* eventQueue, NvFlowUint64 uid);
+
+NV_FLOW_API NvFlowResult NvFlowContextEventQueuePop(NvFlowContext* context, NvFlowContextEventQueue* eventQueue, NvFlowUint64* pUid);
+
+NV_FLOW_API void NvFlowContextProfileGroupBegin(NvFlowContext* context, const wchar_t* label);
+
+NV_FLOW_API void NvFlowContextProfileGroupEnd(NvFlowContext* context);
+
+NV_FLOW_API void NvFlowContextProfileItemBegin(NvFlowContext* context, const wchar_t* label);
+
+NV_FLOW_API void NvFlowContextProfileItemEnd(NvFlowContext* context);
+
+//! A fence for queue synchronization
+struct NvFlowFence;
+
+struct NvFlowFenceDesc
+{
+ bool crossAdapterShared;
+};
+
+NV_FLOW_API void NvFlowFenceGetDesc(NvFlowFence* fence, NvFlowFenceDesc* desc);
+
+NV_FLOW_API NvFlowFence* NvFlowCreateFence(NvFlowContext* context, const NvFlowFenceDesc* desc);
+
+NV_FLOW_API NvFlowFence* NvFlowShareFence(NvFlowContext* context, NvFlowFence* fence);
+
+NV_FLOW_API void NvFlowReleaseFence(NvFlowFence* fence);
+
+NV_FLOW_API void NvFlowContextWaitOnFence(NvFlowContext* context, NvFlowFence* fence, NvFlowUint64 fenceValue);
+
+NV_FLOW_API void NvFlowContextSignalFence(NvFlowContext* context, NvFlowFence* fence, NvFlowUint64 fenceValue);
+
+//! A cross adapter shared 2d texture
+struct NvFlowTexture2DCrossAdapter;
+
+NV_FLOW_API NvFlowTexture2DCrossAdapter* NvFlowCreateTexture2DCrossAdapter(NvFlowContext* context, const NvFlowTexture2DDesc* desc);
+
+NV_FLOW_API NvFlowTexture2DCrossAdapter* NvFlowShareTexture2DCrossAdapter(NvFlowContext* context, NvFlowTexture2DCrossAdapter* sharedTexture);
+
+NV_FLOW_API void NvFlowReleaseTexture2DCrossAdapter(NvFlowTexture2DCrossAdapter* tex);
+
+NV_FLOW_API void NvFlowContextTransitionToCommonState(NvFlowContext* context, NvFlowResource* resource);
+
+NV_FLOW_API void NvFlowContextCopyToTexture2DCrossAdapter(NvFlowContext* context, NvFlowTexture2DCrossAdapter* dst, NvFlowTexture2D* src, NvFlowUint height);
+
+NV_FLOW_API void NvFlowContextCopyFromTexture2DCrossAdapter(NvFlowContext* context, NvFlowTexture2D* dst, NvFlowTexture2DCrossAdapter* src, NvFlowUint height);
+
+//! An opaque reference to another resource, for proper interqueue lifetime
+struct NvFlowResourceReference;
+
+NV_FLOW_API NvFlowResourceReference* NvFlowShareResourceReference(NvFlowContext* context, NvFlowResource* resource);
+
+NV_FLOW_API void NvFlowReleaseResourceReference(NvFlowResourceReference* resource); \ No newline at end of file