From bbe353230727568d3c1999af2701d2e150ff232f Mon Sep 17 00:00:00 2001 From: Vishal More Date: Thu, 11 Jun 2020 11:11:17 +0530 Subject: Picking up lastest bug fixes & SHA2 signing [SNG-2803] GFE-SDK : SHA-2 sign task --- doc/html/index.html | 45 ++++++++++++++++++++++++++++++++------------- 1 file changed, 32 insertions(+), 13 deletions(-) (limited to 'doc/html/index.html') diff --git a/doc/html/index.html b/doc/html/index.html index 20a22de..96dfa80 100644 --- a/doc/html/index.html +++ b/doc/html/index.html @@ -4,7 +4,7 @@ - + NVIDIAGeForceExperienceSDK: Development Guide @@ -16,10 +16,14 @@ + @@ -38,19 +42,34 @@ - + - - - - +

The async callback will be triggered as soon as the message is processed by the GFE backend. The user will be able to accept, deny, or defer the request. If the user accepts or denies the request, the app will recieve a NVGSDK_NOTIFICATION_PERMISSIONS_CHANGED notification with the results. If NVGSDK_RequestPermissionsAsync is called again when the permission is already granted or denied, the overlay will not be displayed a second time. The user can reverse their decision in either case later on in GFE3 on the games details page.

Most of the calls to GfeSDK are asynchronous. This is due to the client/server architecture described in Concepts. For each asynchronous call, a callback and an opaque void* context are passed in as arguments. If the app does not care or desire to know what happens to the call, is it fine to pass in NULL. If the app does care, supply a callback of the proper type, and optionally a pointer as a context to receive back during the callback.

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The callbacks are properly typed. For callbacks that return nothing but the return value and context, a NVGSDK_EmptyCallback is passed in. For versions that do return data, a typed callback is passed in, such as NVGSDK_GetUILanguageCallback.

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The callbacks are properly typed. For callbacks that return nothing but the return value and context, a NVGSDK_EmptyCallback is passed in. For versions that do return data, a typed callback is passed in, such as NVGSDK_GetUILanguageCallback.

The callback will be called on one of three threads, depending on the situation. If NVGSDK_CreateInputParams::pollForCallbacks is set to false during creation, the callback will always occur on a GfeSDK controller thread. If the app desires callback to occur on their own thread, true is passed in instead. In that case, the callback will occur on the thread that calls NVGSDK_Poll. The exception is that during NVGSDK_Destroy, GfeSDK pushes out all remaining callbacks. If the app is awaiting any callbacks during this time, they will be called on the same thread that called NVGSDK_Destroy. Usually, this will be the same thread that calls NVGSDK_Poll, so it shouldn't cause any surprises, but it's something to be aware of. See Threading for more information

Note: There is currently a limitation in the GfeSDK backend that depends on game frames being rendered during certain API calls. Therefore, the game cannot block the render loop while awaiting an asynchronous callback. Doing so will result in a deadlock.

In addition to the async callbacks that most of the APIs accept as an argument, the app can also register to recieve unsolicited notifications when certain events occur. For example, the app might want to know when the user can given / removed permission for recording video from the app, either through the permissions dialog, or via GFE3. See NVGSDK_CreateInputParams and NVGSDK_NotificationType

@@ -155,7 +174,7 @@ In Game Overlay -- cgit v1.2.3