// 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 (c) 2014-2021 NVIDIA Corporation. All rights reserved. #pragma once #define COMPUTE_API extern "C" __declspec(dllexport) struct ComputeContextDesc; struct ComputeContext; struct ComputeShaderDesc { const void* cs; unsigned long long cs_length; }; struct ComputeShader; struct ComputeConstantBufferDesc { unsigned int sizeInBytes; }; struct ComputeConstantBuffer; struct ComputeResourceDesc; struct ComputeResource; struct ComputeResourceRWDesc; struct ComputeResourceRW; static const unsigned int ComputeDispatchMaxResources = 16u; static const unsigned int ComputeDispatchMaxResourcesRW = 8u; struct ComputeDispatchParams { ComputeShader* shader; unsigned int gridDim[3u]; ComputeConstantBuffer* constantBuffer; ComputeResource* resources[ComputeDispatchMaxResources]; ComputeResourceRW* resourcesRW[ComputeDispatchMaxResourcesRW]; }; COMPUTE_API ComputeContext* ComputeContextCreate(ComputeContextDesc* desc); COMPUTE_API void ComputeContextUpdate(ComputeContext* context, ComputeContextDesc* desc); COMPUTE_API void ComputeContextRelease(ComputeContext* context); COMPUTE_API ComputeShader* ComputeShaderCreate(ComputeContext* context, const ComputeShaderDesc* desc); COMPUTE_API void ComputeShaderRelease(ComputeShader* shader); COMPUTE_API ComputeConstantBuffer* ComputeConstantBufferCreate(ComputeContext* context, const ComputeConstantBufferDesc* desc); COMPUTE_API void ComputeConstantBufferRelease(ComputeConstantBuffer* constantBuffer); COMPUTE_API void* ComputeConstantBufferMap(ComputeContext* context, ComputeConstantBuffer* constantBuffer); COMPUTE_API void ComputeConstantBufferUnmap(ComputeContext* context, ComputeConstantBuffer* constantBuffer); COMPUTE_API ComputeResource* ComputeResourceCreate(ComputeContext* context, const ComputeResourceDesc* desc); COMPUTE_API void ComputeResourceUpdate(ComputeContext* context, ComputeResource* resource, const ComputeResourceDesc* desc); COMPUTE_API void ComputeResourceRelease(ComputeResource* resource); COMPUTE_API ComputeResourceRW* ComputeResourceRWCreate(ComputeContext* context, const ComputeResourceRWDesc* desc); COMPUTE_API void ComputeResourceRWUpdate(ComputeContext* context, ComputeResourceRW* resourceRW, const ComputeResourceRWDesc* desc); COMPUTE_API void ComputeResourceRWRelease(ComputeResourceRW* resourceRW); COMPUTE_API ComputeResource* ComputeResourceRWGetResource(ComputeResourceRW* resourceRW); COMPUTE_API void ComputeContextDispatch(ComputeContext* context, const ComputeDispatchParams* params); // interoperation with NvFlow struct NvFlowContext; struct NvFlowResource; struct NvFlowResourceRW; COMPUTE_API ComputeContext* ComputeContextNvFlowContextCreate(NvFlowContext* flowContext); COMPUTE_API void ComputeContextNvFlowContextUpdate(ComputeContext* computeContext, NvFlowContext* flowContext); COMPUTE_API ComputeResource* ComputeResourceNvFlowCreate(ComputeContext* context, NvFlowContext* flowContext, NvFlowResource* flowResource); COMPUTE_API void ComputeResourceNvFlowUpdate(ComputeContext* context, ComputeResource* resource, NvFlowContext* flowContext, NvFlowResource* flowResource); COMPUTE_API ComputeResourceRW* ComputeResourceRWNvFlowCreate(ComputeContext* context, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW); COMPUTE_API void ComputeResourceRWNvFlowUpdate(ComputeContext* context, ComputeResourceRW* resourceRW, NvFlowContext* flowContext, NvFlowResourceRW* flowResourceRW);