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authorDave Clark <[email protected]>2017-08-01 21:55:59 -0400
committerDave Clark <[email protected]>2017-08-01 21:55:59 -0400
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tree67f5654d56bcbcfea22093ae3ebe3adbb10b8078 /doc/html
parentdocumentation test (diff)
downloadgfesdk-test.tar.xz
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test 2test
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+<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;# Development Guide # {#mainpage}</div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;</div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;# NVIDIA GeForce Experience SDK # {#section_main}</div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;</div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;* Version: 1.0.0.d2a45f0d</div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;* Built against GFE Version: 3.9.0.37</div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span>&#160;* GeForce Experience minimum version: 3.8</div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;* See [Changelog](\ref section_changelog)</div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;</div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span>&#160;## At a Glance {#section_glance}</div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;</div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;The GeForce SDK (GfeSDK) is a means for games to integrate with ShadowPlay Highlights allowing them to capture videos</div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;and screenshots and present the resulting highlights back to users for viewing and sharing. GfeSDK will add other features</div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span>&#160;over time that benefit from games and applications working in concert with GFE functionality.</div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span>&#160;</div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>&#160;![Shadowplay Highlights](/img/gfesdk_highlights.png)</div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>&#160;</div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>&#160;### Software Stack {#section_stack}</div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;</div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;![Software Stack](/img/gfesdk_block.png)</div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;</div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>&#160;An application integrates with the GfeSDK via either the provided Unreal Engine 4 plug-in, C++ interface, or C interface. This integration, via the SDK, calls a compatible GFE 3.0 release. </div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>&#160;</div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span>&#160;The developer (or associated publisher) distributes the application (including associated SDK libraries).</div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span>&#160;</div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span>&#160;NVIDIA distributes a GfeSDK package coupled with GfeSDK-compatible GFE releases. GFE maintains backwards SDK-compatibility; games integrated with older SDKs work with newer GFE releases.</div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span>&#160;</div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span>&#160;### GfeSDK Package {#section_package}</div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span>&#160;</div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span>&#160;The distribution will look like the following</div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span>&#160;```</div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span>&#160;.</div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span>&#160;+-- README.md</div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span>&#160;+-- LICENSE</div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span>&#160;+-- doc</div><div class="line"><a name="l00036"></a><span class="lineno"> 36</span>&#160;| +-- index.html # Points to the deeper index.html</div><div class="line"><a name="l00037"></a><span class="lineno"> 37</span>&#160;| +-- html</div><div class="line"><a name="l00038"></a><span class="lineno"> 38</span>&#160;| | +-- index.html</div><div class="line"><a name="l00039"></a><span class="lineno"> 39</span>&#160;| | ...</div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>&#160;+-- include</div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span>&#160;| +-- gfesdk</div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span>&#160;| | +-- bindings </div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span>&#160;| | | +-- cpp # C++ bindings that sit on top of C API</div><div class="line"><a name="l00044"></a><span class="lineno"> 44</span>&#160;| | +-- isdk.h</div><div class="line"><a name="l00045"></a><span class="lineno"> 45</span>&#160;| | ...</div><div class="line"><a name="l00046"></a><span class="lineno"> 46</span>&#160;+-- lib</div><div class="line"><a name="l00047"></a><span class="lineno"> 47</span>&#160;| +-- win32</div><div class="line"><a name="l00048"></a><span class="lineno"> 48</span>&#160;| | +-- GfeSDK.lib # x86 Import library for linking</div><div class="line"><a name="l00049"></a><span class="lineno"> 49</span>&#160;| +-- win64</div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span>&#160;| | +-- GfeSDK.lib # x64 Import library for linking</div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span>&#160;+-- redist</div><div class="line"><a name="l00052"></a><span class="lineno"> 52</span>&#160;| +-- win32</div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span>&#160;| | +-- GfeSDK.dll # x86 DLL to be shipped with the game</div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span>&#160;| +-- win64</div><div class="line"><a name="l00055"></a><span class="lineno"> 55</span>&#160;| | +-- GfeSDK.dll # x64 DLL to be shipped with the game</div><div class="line"><a name="l00056"></a><span class="lineno"> 56</span>&#160;+-- samples</div><div class="line"><a name="l00057"></a><span class="lineno"> 57</span>&#160;```</div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span>&#160;</div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span>&#160;### Compiling And Linking {#section_compiling}</div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span>&#160;</div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span>&#160;To compile, add the ./include (not the ./include/gfesdk) directory to the compiler&#39;s list of includes. The import libraries</div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span>&#160;are found in the ./lib folder and can be used to link the symbols into the game&#39;s executable. The proper GfeSDK.dll file</div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span>&#160;will need to be distributed with the game in a place that the game can find it.</div><div class="line"><a name="l00064"></a><span class="lineno"> 64</span>&#160;</div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span>&#160;The C++ bindings are currently distributed in header-only form to avoid ABI incompatibilities between different compiler</div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span>&#160;versions. The linking and include steps are the same.</div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span>&#160;</div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span>&#160;## Using GfeSDK ## {#section_using}</div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span>&#160;</div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span>&#160;Creation and destruction of an SDK instance is a prerequisite to making calls</div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span>&#160;to the SDK. The means of creating and destroying an instance depend on which</div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span>&#160;integration mechanism the client employs:</div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span>&#160;</div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span>&#160;See [Core header documentation](\ref isdk.h)</div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span>&#160;</div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span>&#160;See [Highlights header documentation](\ref ihighlights.h)</div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span>&#160;</div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span>&#160;### Creation and Release {#section_example_create}</div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span>&#160;</div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span>&#160;</div><div class="line"><a name="l00082"></a><span class="lineno"> 82</span>&#160;\snippet GfeSDKDemo.cpp Creation CPP</div><div class="line"><a name="l00083"></a><span class="lineno"> 83</span>&#160;</div><div class="line"><a name="l00084"></a><span class="lineno"> 84</span>&#160;// After using GfeSDK</div><div class="line"><a name="l00085"></a><span class="lineno"> 85</span>&#160;</div><div class="line"><a name="l00086"></a><span class="lineno"> 86</span>&#160;\snippet GfeSDKDemo.cpp Release CPP</div><div class="line"><a name="l00087"></a><span class="lineno"> 87</span>&#160;</div><div class="line"><a name="l00088"></a><span class="lineno"> 88</span>&#160;#### C API</div><div class="line"><a name="l00089"></a><span class="lineno"> 89</span>&#160;</div><div class="line"><a name="l00090"></a><span class="lineno"> 90</span>&#160;\snippet GfeSDKDemo.cpp Creation</div><div class="line"><a name="l00091"></a><span class="lineno"> 91</span>&#160;</div><div class="line"><a name="l00092"></a><span class="lineno"> 92</span>&#160;// After using GfeSDK</div><div class="line"><a name="l00093"></a><span class="lineno"> 93</span>&#160;</div><div class="line"><a name="l00094"></a><span class="lineno"> 94</span>&#160;\snippet GfeSDKDemo.cpp Release</div><div class="line"><a name="l00095"></a><span class="lineno"> 95</span>&#160;</div><div class="line"><a name="l00096"></a><span class="lineno"> 96</span>&#160;### Request Permissions {#section_example_permission}</div><div class="line"><a name="l00097"></a><span class="lineno"> 97</span>&#160;</div><div class="line"><a name="l00098"></a><span class="lineno"> 98</span>&#160;The Create call will inform the app if one or more scopes require user</div><div class="line"><a name="l00099"></a><span class="lineno"> 99</span>&#160;permission. If so, make this call. It will display the overlay UI.</div><div class="line"><a name="l00100"></a><span class="lineno"> 100</span>&#160;</div><div class="line"><a name="l00101"></a><span class="lineno"> 101</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00102"></a><span class="lineno"> 102</span>&#160;</div><div class="line"><a name="l00103"></a><span class="lineno"> 103</span>&#160;\snippet GfeSDKDemo.cpp Permissions CPP</div><div class="line"><a name="l00104"></a><span class="lineno"> 104</span>&#160;</div><div class="line"><a name="l00105"></a><span class="lineno"> 105</span>&#160;#### C API</div><div class="line"><a name="l00106"></a><span class="lineno"> 106</span>&#160;</div><div class="line"><a name="l00107"></a><span class="lineno"> 107</span>&#160;\snippet GfeSDKDemo.cpp Permissions</div><div class="line"><a name="l00108"></a><span class="lineno"> 108</span>&#160;</div><div class="line"><a name="l00109"></a><span class="lineno"> 109</span>&#160;### Configure Highlights {#section_example_highlightsconfigure}</div><div class="line"><a name="l00110"></a><span class="lineno"> 110</span>&#160;</div><div class="line"><a name="l00111"></a><span class="lineno"> 111</span>&#160;This only needs to happen once ever. It is persistent. It could even happen</div><div class="line"><a name="l00112"></a><span class="lineno"> 112</span>&#160;during game installation.</div><div class="line"><a name="l00113"></a><span class="lineno"> 113</span>&#160;</div><div class="line"><a name="l00114"></a><span class="lineno"> 114</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00115"></a><span class="lineno"> 115</span>&#160;</div><div class="line"><a name="l00116"></a><span class="lineno"> 116</span>&#160;\snippet GfeSDKDemo.cpp ConfigureHighlights CPP</div><div class="line"><a name="l00117"></a><span class="lineno"> 117</span>&#160;</div><div class="line"><a name="l00118"></a><span class="lineno"> 118</span>&#160;#### C API</div><div class="line"><a name="l00119"></a><span class="lineno"> 119</span>&#160;</div><div class="line"><a name="l00120"></a><span class="lineno"> 120</span>&#160;\snippet GfeSDKDemo.cpp ConfigureHighlights</div><div class="line"><a name="l00121"></a><span class="lineno"> 121</span>&#160;</div><div class="line"><a name="l00122"></a><span class="lineno"> 122</span>&#160;### Groups and Saving Highlights {#section_Example_highlights}</div><div class="line"><a name="l00123"></a><span class="lineno"> 123</span>&#160;</div><div class="line"><a name="l00124"></a><span class="lineno"> 124</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00125"></a><span class="lineno"> 125</span>&#160;</div><div class="line"><a name="l00126"></a><span class="lineno"> 126</span>&#160;\snippet GfeSDKDemo.cpp OpenGroup CPP</div><div class="line"><a name="l00127"></a><span class="lineno"> 127</span>&#160;\snippet GfeSDKDemo.cpp SaveVideo CPP</div><div class="line"><a name="l00128"></a><span class="lineno"> 128</span>&#160;\snippet GfeSDKDemo.cpp CloseGroup CPP</div><div class="line"><a name="l00129"></a><span class="lineno"> 129</span>&#160;</div><div class="line"><a name="l00130"></a><span class="lineno"> 130</span>&#160;#### C API</div><div class="line"><a name="l00131"></a><span class="lineno"> 131</span>&#160;</div><div class="line"><a name="l00132"></a><span class="lineno"> 132</span>&#160;\snippet GfeSDKDemo.cpp OpenGroup</div><div class="line"><a name="l00133"></a><span class="lineno"> 133</span>&#160;\snippet GfeSDKDemo.cpp SaveVideo</div><div class="line"><a name="l00134"></a><span class="lineno"> 134</span>&#160;\snippet GfeSDKDemo.cpp CloseGroup</div><div class="line"><a name="l00135"></a><span class="lineno"> 135</span>&#160;</div><div class="line"><a name="l00136"></a><span class="lineno"> 136</span>&#160;### Open Highlight Summary {#section_example_summary}</div><div class="line"><a name="l00137"></a><span class="lineno"> 137</span>&#160;</div><div class="line"><a name="l00138"></a><span class="lineno"> 138</span>&#160;#### C++ Bindings</div><div class="line"><a name="l00139"></a><span class="lineno"> 139</span>&#160;</div><div class="line"><a name="l00140"></a><span class="lineno"> 140</span>&#160;\snippet GfeSDKDemo.cpp OpenSummary CPP</div><div class="line"><a name="l00141"></a><span class="lineno"> 141</span>&#160;</div><div class="line"><a name="l00142"></a><span class="lineno"> 142</span>&#160;#### C API</div><div class="line"><a name="l00143"></a><span class="lineno"> 143</span>&#160;</div><div class="line"><a name="l00144"></a><span class="lineno"> 144</span>&#160;\snippet GfeSDKDemo.cpp OpenSummary</div><div class="line"><a name="l00145"></a><span class="lineno"> 145</span>&#160;</div><div class="line"><a name="l00146"></a><span class="lineno"> 146</span>&#160;## Concepts {#section_concepts}</div><div class="line"><a name="l00147"></a><span class="lineno"> 147</span>&#160;</div><div class="line"><a name="l00148"></a><span class="lineno"> 148</span>&#160;The GfeSDK is composed of two parts, the client/app, and the backend/server.</div><div class="line"><a name="l00149"></a><span class="lineno"> 149</span>&#160;This distribution contains GfeSDK.dll which represents the client/app part.</div><div class="line"><a name="l00150"></a><span class="lineno"> 150</span>&#160;The end-user downloads GFE onto their machine. The GFE package includes the</div><div class="line"><a name="l00151"></a><span class="lineno"> 151</span>&#160;backend pieces necessary to support the calls coming from the client. See</div><div class="line"><a name="l00152"></a><span class="lineno"> 152</span>&#160;\ref section_version for more information regarding this communication.</div><div class="line"><a name="l00153"></a><span class="lineno"> 153</span>&#160;</div><div class="line"><a name="l00154"></a><span class="lineno"> 154</span>&#160;Calls made will be serialized. Therefore, if the app makes two consecutive</div><div class="line"><a name="l00155"></a><span class="lineno"> 155</span>&#160;calls to NVGSDK_Highlights_OpenGroup and then either</div><div class="line"><a name="l00156"></a><span class="lineno"> 156</span>&#160;NVGSDK_Highlights_SetVideoHighlight or NVGSDK_Highlights_SetScreenshotHighlight,</div><div class="line"><a name="l00157"></a><span class="lineno"> 157</span>&#160;before receiving the callback from open group, the set highlight call will</div><div class="line"><a name="l00158"></a><span class="lineno"> 158</span>&#160;function normally. If open group succeeded, then the set highlights calls will</div><div class="line"><a name="l00159"></a><span class="lineno"> 159</span>&#160;succeed as well. If it failed, the set highlights calls will fail, as there</div><div class="line"><a name="l00160"></a><span class="lineno"> 160</span>&#160;will be no valid group to assign them to.</div><div class="line"><a name="l00161"></a><span class="lineno"> 161</span>&#160;</div><div class="line"><a name="l00162"></a><span class="lineno"> 162</span>&#160;### Strings {#section_strings}</div><div class="line"><a name="l00163"></a><span class="lineno"> 163</span>&#160;All strings are to be provided in single-byte width, UTF-8 encoded.</div><div class="line"><a name="l00164"></a><span class="lineno"> 164</span>&#160;</div><div class="line"><a name="l00165"></a><span class="lineno"> 165</span>&#160;### Versioning {#section_version}</div><div class="line"><a name="l00166"></a><span class="lineno"> 166</span>&#160;Because there are two different parts, and the client / user&#39;s machine may</div><div class="line"><a name="l00167"></a><span class="lineno"> 167</span>&#160;be mismatched at times, the game should be aware of the versioning system.</div><div class="line"><a name="l00168"></a><span class="lineno"> 168</span>&#160;It&#39;s GfeSDK&#39;s goal to make this as seamless as possible, but there could still</div><div class="line"><a name="l00169"></a><span class="lineno"> 169</span>&#160;be compatibility issues to be aware of.</div><div class="line"><a name="l00170"></a><span class="lineno"> 170</span>&#160;</div><div class="line"><a name="l00171"></a><span class="lineno"> 171</span>&#160;The GfeSDK version contains 4 parts, MAJOR.MINOR.BUILD.HASH. The BUILD and HASH</div><div class="line"><a name="l00172"></a><span class="lineno"> 172</span>&#160;components are descriptive and don&#39;t have any effect on functionality. The</div><div class="line"><a name="l00173"></a><span class="lineno"> 173</span>&#160;MAJOR component identifies overall compatibility. If the client and server</div><div class="line"><a name="l00174"></a><span class="lineno"> 174</span>&#160;mismatch on the major version number, no communication is possible. **There</div><div class="line"><a name="l00175"></a><span class="lineno"> 175</span>&#160;are no current plans to update from 1, breaking communication**. The major</div><div class="line"><a name="l00176"></a><span class="lineno"> 176</span>&#160;version number gives a way to show incompatibility if the fundamental</div><div class="line"><a name="l00177"></a><span class="lineno"> 177</span>&#160;architecture of GFE ever changes. The minor version number indicates feature</div><div class="line"><a name="l00178"></a><span class="lineno"> 178</span>&#160;compatibility. When a new feature gets added / modified on the SDK, the minor</div><div class="line"><a name="l00179"></a><span class="lineno"> 179</span>&#160;version number will be bumped. This means that for older games / newer GFE</div><div class="line"><a name="l00180"></a><span class="lineno"> 180</span>&#160;installations, the game is simply missing out on newer features. This will</div><div class="line"><a name="l00181"></a><span class="lineno"> 181</span>&#160;generally not be a problem. For a game with a newer version of the GfeSDK,</div><div class="line"><a name="l00182"></a><span class="lineno"> 182</span>&#160;and a user with an older installation of GFE, some features may not function,</div><div class="line"><a name="l00183"></a><span class="lineno"> 183</span>&#160;and the user should be encouraged to update GFE.</div><div class="line"><a name="l00184"></a><span class="lineno"> 184</span>&#160;</div><div class="line"><a name="l00185"></a><span class="lineno"> 185</span>&#160;With that in mind, here are the possible return values from \ref NVGSDK_Create,</div><div class="line"><a name="l00186"></a><span class="lineno"> 186</span>&#160;with regards to versioning:</div><div class="line"><a name="l00187"></a><span class="lineno"> 187</span>&#160;* **NVGSDK_SUCCESS** - Perfect version match</div><div class="line"><a name="l00188"></a><span class="lineno"> 188</span>&#160;* **NVGSDK_SUCCESS_OLD_GFE** - Minor version mismatch. User has an older</div><div class="line"><a name="l00189"></a><span class="lineno"> 189</span>&#160;version of GFE installed. Newer features distributed by the game will not</div><div class="line"><a name="l00190"></a><span class="lineno"> 190</span>&#160;function properly until the user upgrades.</div><div class="line"><a name="l00191"></a><span class="lineno"> 191</span>&#160;* **NVGSDK_SUCCESS_OLD_SDK** - Minor version mismatch.</div><div class="line"><a name="l00192"></a><span class="lineno"> 192</span>&#160;Game is distributing an older version of GfeSDK.</div><div class="line"><a name="l00193"></a><span class="lineno"> 193</span>&#160;Game could be missing out on latest features, but no compatibily issue. </div><div class="line"><a name="l00194"></a><span class="lineno"> 194</span>&#160;* **NVGSDK_ERR_GFE_VERSION** - Major version mismatch. User has a GFE</div><div class="line"><a name="l00195"></a><span class="lineno"> 195</span>&#160;installation that predates the GfeSDK. User must upgrade to get functionality.</div><div class="line"><a name="l00196"></a><span class="lineno"> 196</span>&#160;* **NVGSDK_ERR_SDK_VERSION** - Major version mismatch. GFE has changed</div><div class="line"><a name="l00197"></a><span class="lineno"> 197</span>&#160;fundamentally. **There are no plans to do this. This is to cover all bases**</div><div class="line"><a name="l00198"></a><span class="lineno"> 198</span>&#160;</div><div class="line"><a name="l00199"></a><span class="lineno"> 199</span>&#160;### Permissions {#section_permissions}</div><div class="line"><a name="l00200"></a><span class="lineno"> 200</span>&#160;Certain actions require permission from the user. For example, recording video</div><div class="line"><a name="l00201"></a><span class="lineno"> 201</span>&#160;for Highlights requires the user to agree to the recording. To achieve this,</div><div class="line"><a name="l00202"></a><span class="lineno"> 202</span>&#160;the app must know what features it wishes to enable. It will pass these</div><div class="line"><a name="l00203"></a><span class="lineno"> 203</span>&#160;&quot;scopes&quot; into the NVGSDK_Create call via NVGSDK_CreateInputParams. Consider</div><div class="line"><a name="l00204"></a><span class="lineno"> 204</span>&#160;the typical Highlights case as an example. The app will pass in a list of</div><div class="line"><a name="l00205"></a><span class="lineno"> 205</span>&#160;the scopes NVGSDK_SCOPE_HIGHLIGHTS, NVGSDK_SCOPE_HIGHLIGHTS_VIDEO, and</div><div class="line"><a name="l00206"></a><span class="lineno"> 206</span>&#160;NVGSDK_SCOPE_SCREENSHOT. The first of these is required in order for any</div><div class="line"><a name="l00207"></a><span class="lineno"> 207</span>&#160;of the NVGSDK_Highlights_* calls to succeed and send a message to the server.</div><div class="line"><a name="l00208"></a><span class="lineno"> 208</span>&#160;It will allocate the resources required in the DLL and on the server in order</div><div class="line"><a name="l00209"></a><span class="lineno"> 209</span>&#160;to achieve this. The second of these permissions is required in order to</div><div class="line"><a name="l00210"></a><span class="lineno"> 210</span>&#160;capture video of the gameplay, and the final is to capture a screenshot.</div><div class="line"><a name="l00211"></a><span class="lineno"> 211</span>&#160;</div><div class="line"><a name="l00212"></a><span class="lineno"> 212</span>&#160;The first time the user runs the game, and the game calls NVGSDK_Create(...),</div><div class="line"><a name="l00213"></a><span class="lineno"> 213</span>&#160;and passes in these three permissions, the game might receive back that</div><div class="line"><a name="l00214"></a><span class="lineno"> 214</span>&#160;NVGSDK_SCOPE_HIGHLIGHTS has been granted permission implicitly, but that</div><div class="line"><a name="l00215"></a><span class="lineno"> 215</span>&#160;NVGSDK_SCOPE_HIGHLIGHTS_VIDEO and NVGSDK_SCOPE_HIGHLIGHTS_SCREENSHOT</div><div class="line"><a name="l00216"></a><span class="lineno"> 216</span>&#160;currently have &quot;must ask&quot; permission. In other words, the game must ask</div><div class="line"><a name="l00217"></a><span class="lineno"> 217</span>&#160;GFE for permission to record video before it will succeed in doing so. To</div><div class="line"><a name="l00218"></a><span class="lineno"> 218</span>&#160;achieve this, the game will call NVGSDK_RequestPermissionsAsync with two</div><div class="line"><a name="l00219"></a><span class="lineno"> 219</span>&#160;scopes in the list, NVGSDK_SCOPE_HIGHLIGHTS_VIDEO and</div><div class="line"><a name="l00220"></a><span class="lineno"> 220</span>&#160;NVGSDK_SCOPE_HIGHLIGHTS_SCREENSHOT. It&#39;s not necessary to request permission</div><div class="line"><a name="l00221"></a><span class="lineno"> 221</span>&#160;for a scope that has implicitly been granted permission already.</div><div class="line"><a name="l00222"></a><span class="lineno"> 222</span>&#160;</div><div class="line"><a name="l00223"></a><span class="lineno"> 223</span>&#160;The call to NVGSDK_RequestPermissions is required because it will trigger</div><div class="line"><a name="l00224"></a><span class="lineno"> 224</span>&#160;GFE to put up an \ref section_igo. The game might not want this to occur</div><div class="line"><a name="l00225"></a><span class="lineno"> 225</span>&#160;during NVGSDK_Create time. Once called, the user will see the overlay</div><div class="line"><a name="l00226"></a><span class="lineno"> 226</span>&#160;pop up, asking them for permission.</div><div class="line"><a name="l00227"></a><span class="lineno"> 227</span>&#160;</div><div class="line"><a name="l00228"></a><span class="lineno"> 228</span>&#160;![Highlights Permission](/img/permission.png)</div><div class="line"><a name="l00229"></a><span class="lineno"> 229</span>&#160;</div><div class="line"><a name="l00230"></a><span class="lineno"> 230</span>&#160;The async callback will be triggered as soon as the message is processed</div><div class="line"><a name="l00231"></a><span class="lineno"> 231</span>&#160;by the GFE backend. The user will be able to accept, deny, or defer the</div><div class="line"><a name="l00232"></a><span class="lineno"> 232</span>&#160;request. If the user accepts or denies the request, the app will recieve</div><div class="line"><a name="l00233"></a><span class="lineno"> 233</span>&#160;a \ref NVGSDK_NOTIFICATION_PERMISSIONS_CHANGED notification with the results.</div><div class="line"><a name="l00234"></a><span class="lineno"> 234</span>&#160;If \ref NVGSDK_RequestPermissionsAsync is called again when the permission is</div><div class="line"><a name="l00235"></a><span class="lineno"> 235</span>&#160;already granted or denied, the overlay will not be displayed a second time.</div><div class="line"><a name="l00236"></a><span class="lineno"> 236</span>&#160;The user can reverse their decision in either case later on in GFE3 on</div><div class="line"><a name="l00237"></a><span class="lineno"> 237</span>&#160;the games details page.</div><div class="line"><a name="l00238"></a><span class="lineno"> 238</span>&#160;</div><div class="line"><a name="l00239"></a><span class="lineno"> 239</span>&#160;### Asynchronous Calls {#section_async}</div><div class="line"><a name="l00240"></a><span class="lineno"> 240</span>&#160;Most of the calls to GfeSDK are asynchronous. This is due to the client/server</div><div class="line"><a name="l00241"></a><span class="lineno"> 241</span>&#160;architecture described in \ref section_concepts. For each asynchronous call, a</div><div class="line"><a name="l00242"></a><span class="lineno"> 242</span>&#160;callback and an opaque void* context are passed in as arguments. If the app</div><div class="line"><a name="l00243"></a><span class="lineno"> 243</span>&#160;does not care or desire to know what happens to the call, is it fine to pass</div><div class="line"><a name="l00244"></a><span class="lineno"> 244</span>&#160;in NULL. If the app does care, supply a callback of the proper type, and</div><div class="line"><a name="l00245"></a><span class="lineno"> 245</span>&#160;optionally a pointer as a context to receive back during the callback.</div><div class="line"><a name="l00246"></a><span class="lineno"> 246</span>&#160;</div><div class="line"><a name="l00247"></a><span class="lineno"> 247</span>&#160;The callbacks are properly typed. For callbacks that return nothing but the</div><div class="line"><a name="l00248"></a><span class="lineno"> 248</span>&#160;return value and context, a \ref NVGSDK_EmptyCallback is passed in. For</div><div class="line"><a name="l00249"></a><span class="lineno"> 249</span>&#160;versions that do return data, a typed callback is passed in, such as</div><div class="line"><a name="l00250"></a><span class="lineno"> 250</span>&#160;\ref NVGSDK_GetUILanguageCallback.</div><div class="line"><a name="l00251"></a><span class="lineno"> 251</span>&#160;</div><div class="line"><a name="l00252"></a><span class="lineno"> 252</span>&#160;The callback will be called on one of three threads, depending on the</div><div class="line"><a name="l00253"></a><span class="lineno"> 253</span>&#160;situation. If NVGSDK_CreateInputParams::pollForCallbacks is set to false</div><div class="line"><a name="l00254"></a><span class="lineno"> 254</span>&#160;during creation, the callback will always occur on a GfeSDK controller thread.</div><div class="line"><a name="l00255"></a><span class="lineno"> 255</span>&#160;If the app desires callback to occur on their own thread, true is passed in</div><div class="line"><a name="l00256"></a><span class="lineno"> 256</span>&#160;instead. In that case, the callback will occur on the thread that calls</div><div class="line"><a name="l00257"></a><span class="lineno"> 257</span>&#160;\ref NVGSDK_Poll. The exception is that during \ref NVGSDK_Destroy, GfeSDK</div><div class="line"><a name="l00258"></a><span class="lineno"> 258</span>&#160;pushes out all remaining callbacks. If the app is awaiting any callbacks</div><div class="line"><a name="l00259"></a><span class="lineno"> 259</span>&#160;during this time, they will be called on the same thread that called</div><div class="line"><a name="l00260"></a><span class="lineno"> 260</span>&#160;NVGSDK_Destroy. Usually, this will be the same thread that calls NVGSDK_Poll,</div><div class="line"><a name="l00261"></a><span class="lineno"> 261</span>&#160;so it shouldn&#39;t cause any surprises, but it&#39;s something to be aware of. See</div><div class="line"><a name="l00262"></a><span class="lineno"> 262</span>&#160;\ref section_threading for more information</div><div class="line"><a name="l00263"></a><span class="lineno"> 263</span>&#160;</div><div class="line"><a name="l00264"></a><span class="lineno"> 264</span>&#160;**Note:** There is currently a limitation in the GfeSDK backend that depends</div><div class="line"><a name="l00265"></a><span class="lineno"> 265</span>&#160;on game frames being rendered during certain API calls. Therefore, the game</div><div class="line"><a name="l00266"></a><span class="lineno"> 266</span>&#160;cannot block the render loop while awaiting an asynchronous callback. Doing</div><div class="line"><a name="l00267"></a><span class="lineno"> 267</span>&#160;so will result in a deadlock.</div><div class="line"><a name="l00268"></a><span class="lineno"> 268</span>&#160;</div><div class="line"><a name="l00269"></a><span class="lineno"> 269</span>&#160;### Notifications ### {#section_notifications}</div><div class="line"><a name="l00270"></a><span class="lineno"> 270</span>&#160;</div><div class="line"><a name="l00271"></a><span class="lineno"> 271</span>&#160;In addition to the async callbacks that most of the APIs accept as an argument,</div><div class="line"><a name="l00272"></a><span class="lineno"> 272</span>&#160;the app can also register to recieve unsolicited notifications when certain</div><div class="line"><a name="l00273"></a><span class="lineno"> 273</span>&#160;events occur. For example, the app might want to know when the user can</div><div class="line"><a name="l00274"></a><span class="lineno"> 274</span>&#160;given / removed permission for recording video from the app, either through</div><div class="line"><a name="l00275"></a><span class="lineno"> 275</span>&#160;the permissions dialog, or via GFE3. See \ref NVGSDK_CreateInputParams and</div><div class="line"><a name="l00276"></a><span class="lineno"> 276</span>&#160;\ref NVGSDK_NotificationType</div><div class="line"><a name="l00277"></a><span class="lineno"> 277</span>&#160;</div><div class="line"><a name="l00278"></a><span class="lineno"> 278</span>&#160;This notification will get called on either the GfeSDK callback thread, or</div><div class="line"><a name="l00279"></a><span class="lineno"> 279</span>&#160;the thread that calls \ref NVGSDK_Poll, depending on params passed in to</div><div class="line"><a name="l00280"></a><span class="lineno"> 280</span>&#160;\ref NVGSDK_Create. See \ref section_threading for more information.</div><div class="line"><a name="l00281"></a><span class="lineno"> 281</span>&#160;</div><div class="line"><a name="l00282"></a><span class="lineno"> 282</span>&#160;### Threading {#section_threading}</div><div class="line"><a name="l00283"></a><span class="lineno"> 283</span>&#160;There are two different threading models that may be used. The model used</div><div class="line"><a name="l00284"></a><span class="lineno"> 284</span>&#160;depends on the value passed in to \ref NVGSDK_CreateInputParams</div><div class="line"><a name="l00285"></a><span class="lineno"> 285</span>&#160;</div><div class="line"><a name="l00286"></a><span class="lineno"> 286</span>&#160;##### GfeSDK Controller Callback Model</div><div class="line"><a name="l00287"></a><span class="lineno"> 287</span>&#160;In this model, all callbacks will occur as soon as they are processed on the</div><div class="line"><a name="l00288"></a><span class="lineno"> 288</span>&#160;internal GfeSDK callback thread.</div><div class="line"><a name="l00289"></a><span class="lineno"> 289</span>&#160;</div><div class="line"><a name="l00290"></a><span class="lineno"> 290</span>&#160;##### Polling Model</div><div class="line"><a name="l00291"></a><span class="lineno"> 291</span>&#160;The app can choose to use this model if it wants to take action during the</div><div class="line"><a name="l00292"></a><span class="lineno"> 292</span>&#160;callback that depend on being on the game loop. Callbacks are queued up, and</div><div class="line"><a name="l00293"></a><span class="lineno"> 293</span>&#160;executed when the app calls \ref NVGSDK_Poll. This means that callbacks will</div><div class="line"><a name="l00294"></a><span class="lineno"> 294</span>&#160;be blocked indefinitely if that API is never called.</div><div class="line"><a name="l00295"></a><span class="lineno"> 295</span>&#160;</div><div class="line"><a name="l00296"></a><span class="lineno"> 296</span>&#160;The exception occurs during \ref NVGSDK_Destroy. Because the normal case is</div><div class="line"><a name="l00297"></a><span class="lineno"> 297</span>&#160;to make NVGSDK_Destroy and NVGSDK_Poll calls from the same thread, GfeSDK</div><div class="line"><a name="l00298"></a><span class="lineno"> 298</span>&#160;can&#39;t block and wait for another poll call. All remaining callbacks will be</div><div class="line"><a name="l00299"></a><span class="lineno"> 299</span>&#160;executed during \ref NVGSDK_Destroy. See \ref section_async for more info.</div><div class="line"><a name="l00300"></a><span class="lineno"> 300</span>&#160;</div><div class="line"><a name="l00301"></a><span class="lineno"> 301</span>&#160;### In Game Overlay {#section_igo}</div><div class="line"><a name="l00302"></a><span class="lineno"> 302</span>&#160;![In Game Overlay](/img/igo.png)</div><div class="line"><a name="l00303"></a><span class="lineno"> 303</span>&#160;</div><div class="line"><a name="l00304"></a><span class="lineno"> 304</span>&#160;The In-Game overlay can be used by the user to change Highlights settings, and</div><div class="line"><a name="l00305"></a><span class="lineno"> 305</span>&#160;view Highlights that have been saved to the gallery. It&#39;s also used to display</div><div class="line"><a name="l00306"></a><span class="lineno"> 306</span>&#160;the permissions dialog from \ref NVGSDK_RequestPermissionsAsync, and the</div><div class="line"><a name="l00307"></a><span class="lineno"> 307</span>&#160;group summary from \ref NVGSDK_OpenGroupSummaryAsync. The user can open it</div><div class="line"><a name="l00308"></a><span class="lineno"> 308</span>&#160;up by themselves using the default keybinding Alt+Z</div><div class="line"><a name="l00309"></a><span class="lineno"> 309</span>&#160;</div><div class="line"><a name="l00310"></a><span class="lineno"> 310</span>&#160;### Logging {#section_log}</div><div class="line"><a name="l00311"></a><span class="lineno"> 311</span>&#160;By default, GfeSDK stores its own logs for problem triage in</div><div class="line"><a name="l00312"></a><span class="lineno"> 312</span>&#160;%LOCALAPPDATA%\NVIDIA Corporation\GfeSDK. This behavior can be adjusted by</div><div class="line"><a name="l00313"></a><span class="lineno"> 313</span>&#160;the following calls:</div><div class="line"><a name="l00314"></a><span class="lineno"> 314</span>&#160;</div><div class="line"><a name="l00315"></a><span class="lineno"> 315</span>&#160;* \ref NVGSDK_SetLogLevel</div><div class="line"><a name="l00316"></a><span class="lineno"> 316</span>&#160;* \ref NVGSDK_AttachLogListener</div><div class="line"><a name="l00317"></a><span class="lineno"> 317</span>&#160;* \ref NVGSDK_SetListenerLogLevel</div></div><!-- fragment --></div><!-- contents -->
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<div class="textblock"><h1><a class="anchor" id="section_main"></a>
NVIDIA GeForce Experience SDK</h1>
<ul>
<li>Version: 1.0.0.d2a45f0d</li>
-<li>Built for GFE Version: 3.9.0.37</li>
+<li>Built against GFE Version: 3.9.0.37</li>
+<li>GeForce Experience minimum version: 3.8</li>
<li>See <a class="el" href="section_changelog.html">Changelog</a></li>
</ul>
<h2><a class="anchor" id="section_glance"></a>
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- ['destroyhighlights',['destroyHighlights',['../struct_n_v_g_s_d_k___highlight_close_group_params.html#a3d7eae61163c4616a42569ca8d7785c6',1,'NVGSDK_HighlightCloseGroupParams']]]
+ ['destroyhighlights',['destroyHighlights',['../struct_n_v_g_s_d_k___highlight_close_group_params.html#a3d7eae61163c4616a42569ca8d7785c6',1,'NVGSDK_HighlightCloseGroupParams']]],
+ ['development_20guide',['Development Guide',['../index.html',1,'']]]
];
diff --git a/doc/html/search/all_9.js b/doc/html/search/all_9.js
index 1518243..1da4ac4 100644
--- a/doc/html/search/all_9.js
+++ b/doc/html/search/all_9.js
@@ -1,6 +1,5 @@
var searchData=
[
- ['overview',['Overview',['../index.html',1,'']]],
['open',['open',['../struct_n_v_g_s_d_k___overlay_state_changed_notification.html#ad9684c86b575f710bcc784942e6bf256',1,'NVGSDK_OverlayStateChangedNotification']]],
['opengroupasync',['OpenGroupAsync',['../class_gfe_s_d_k_1_1_highlights.html#ab1b35bd4fe9e8aac357db3aeabfefa1b',1,'GfeSDK::Highlights::OpenGroupAsync()'],['../class_gfe_s_d_k_1_1_highlights_impl.html#a8420e07f1812fba8bf961e90e5795d3b',1,'GfeSDK::HighlightsImpl::OpenGroupAsync()']]],
['opensummaryasync',['OpenSummaryAsync',['../class_gfe_s_d_k_1_1_highlights.html#a9d1ab59542571efe90391aea1503411b',1,'GfeSDK::Highlights::OpenSummaryAsync()'],['../class_gfe_s_d_k_1_1_highlights_impl.html#ab31f1319b9dcf33cf9146916f8a1d5f3',1,'GfeSDK::HighlightsImpl::OpenSummaryAsync()']]],
diff --git a/doc/html/search/pages_1.js b/doc/html/search/pages_1.js
index 277cca0..8ccb486 100644
--- a/doc/html/search/pages_1.js
+++ b/doc/html/search/pages_1.js
@@ -1,4 +1,4 @@
var searchData=
[
- ['overview',['Overview',['../index.html',1,'']]]
+ ['development_20guide',['Development Guide',['../index.html',1,'']]]
];
diff --git a/doc/html/search/searchdata.js b/doc/html/search/searchdata.js
index 9dbaa1a..78cf9fe 100644
--- a/doc/html/search/searchdata.js
+++ b/doc/html/search/searchdata.js
@@ -8,7 +8,7 @@ var indexSectionsWithContent =
5: "n",
6: "n",
7: "n",
- 8: "co"
+ 8: "cd"
};
var indexSectionNames =