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|
// 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
#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);
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