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Diffstat (limited to 'APEX_1.4/framework/include/autogen/RenderMeshAssetParameters.h')
| -rw-r--r-- | APEX_1.4/framework/include/autogen/RenderMeshAssetParameters.h | 260 |
1 files changed, 260 insertions, 0 deletions
diff --git a/APEX_1.4/framework/include/autogen/RenderMeshAssetParameters.h b/APEX_1.4/framework/include/autogen/RenderMeshAssetParameters.h new file mode 100644 index 00000000..bb56f5a0 --- /dev/null +++ b/APEX_1.4/framework/include/autogen/RenderMeshAssetParameters.h @@ -0,0 +1,260 @@ +// 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) 2008-2015 NVIDIA Corporation. All rights reserved. + +// This file was generated by NvParameterized/scripts/GenParameterized.pl + + +#ifndef HEADER_RenderMeshAssetParameters_h +#define HEADER_RenderMeshAssetParameters_h + +#include "NvParametersTypes.h" + +#ifndef NV_PARAMETERIZED_ONLY_LAYOUTS +#include "nvparameterized/NvParameterized.h" +#include "nvparameterized/NvParameterizedTraits.h" +#include "NvParameters.h" +#include "NvTraitsInternal.h" +#endif + +namespace nvidia +{ +namespace apex +{ + +#if PX_VC +#pragma warning(push) +#pragma warning(disable: 4324) // structure was padded due to __declspec(align()) +#endif + +namespace RenderMeshAssetParametersNS +{ + + +struct REF_DynamicArray1D_Type +{ + NvParameterized::Interface** buf; + bool isAllocated; + int32_t elementSize; + int32_t arraySizes[1]; +}; + +struct STRING_DynamicArray1D_Type +{ + NvParameterized::DummyStringStruct* buf; + bool isAllocated; + int32_t elementSize; + int32_t arraySizes[1]; +}; + +struct BOUNDS3_DynamicArray1D_Type +{ + physx::PxBounds3* buf; + bool isAllocated; + int32_t elementSize; + int32_t arraySizes[1]; +}; + + +struct ParametersStruct +{ + + REF_DynamicArray1D_Type submeshes; + STRING_DynamicArray1D_Type materialNames; + BOUNDS3_DynamicArray1D_Type partBounds; + uint32_t textureUVOrigin; + uint32_t boneCount; + bool deleteStaticBuffersAfterUse; + bool isReferenced; + +}; + +static const uint32_t checksum[] = { 0x119d6f62, 0x8d1ff03d, 0x19864d20, 0x93421fd0, }; + +} // namespace RenderMeshAssetParametersNS + +#ifndef NV_PARAMETERIZED_ONLY_LAYOUTS +class RenderMeshAssetParameters : public NvParameterized::NvParameters, public RenderMeshAssetParametersNS::ParametersStruct +{ +public: + RenderMeshAssetParameters(NvParameterized::Traits* traits, void* buf = 0, int32_t* refCount = 0); + + virtual ~RenderMeshAssetParameters(); + + virtual void destroy(); + + static const char* staticClassName(void) + { + return("RenderMeshAssetParameters"); + } + + const char* className(void) const + { + return(staticClassName()); + } + + static const uint32_t ClassVersion = ((uint32_t)0 << 16) + (uint32_t)0; + + static uint32_t staticVersion(void) + { + return ClassVersion; + } + + uint32_t version(void) const + { + return(staticVersion()); + } + + static const uint32_t ClassAlignment = 8; + + static const uint32_t* staticChecksum(uint32_t& bits) + { + bits = 8 * sizeof(RenderMeshAssetParametersNS::checksum); + return RenderMeshAssetParametersNS::checksum; + } + + static void freeParameterDefinitionTable(NvParameterized::Traits* traits); + + const uint32_t* checksum(uint32_t& bits) const + { + return staticChecksum(bits); + } + + const RenderMeshAssetParametersNS::ParametersStruct& parameters(void) const + { + RenderMeshAssetParameters* tmpThis = const_cast<RenderMeshAssetParameters*>(this); + return *(static_cast<RenderMeshAssetParametersNS::ParametersStruct*>(tmpThis)); + } + + RenderMeshAssetParametersNS::ParametersStruct& parameters(void) + { + return *(static_cast<RenderMeshAssetParametersNS::ParametersStruct*>(this)); + } + + virtual NvParameterized::ErrorType getParameterHandle(const char* long_name, NvParameterized::Handle& handle) const; + virtual NvParameterized::ErrorType getParameterHandle(const char* long_name, NvParameterized::Handle& handle); + + void initDefaults(void); + +protected: + + virtual const NvParameterized::DefinitionImpl* getParameterDefinitionTree(void); + virtual const NvParameterized::DefinitionImpl* getParameterDefinitionTree(void) const; + + + virtual void getVarPtr(const NvParameterized::Handle& handle, void*& ptr, size_t& offset) const; + +private: + + void buildTree(void); + void initDynamicArrays(void); + void initStrings(void); + void initReferences(void); + void freeDynamicArrays(void); + void freeStrings(void); + void freeReferences(void); + + static bool mBuiltFlag; + static NvParameterized::MutexType mBuiltFlagMutex; +}; + +class RenderMeshAssetParametersFactory : public NvParameterized::Factory +{ + static const char* const vptr; + +public: + + virtual void freeParameterDefinitionTable(NvParameterized::Traits* traits) + { + RenderMeshAssetParameters::freeParameterDefinitionTable(traits); + } + + virtual NvParameterized::Interface* create(NvParameterized::Traits* paramTraits) + { + // placement new on this class using mParameterizedTraits + + void* newPtr = paramTraits->alloc(sizeof(RenderMeshAssetParameters), RenderMeshAssetParameters::ClassAlignment); + if (!NvParameterized::IsAligned(newPtr, RenderMeshAssetParameters::ClassAlignment)) + { + NV_PARAM_TRAITS_WARNING(paramTraits, "Unaligned memory allocation for class RenderMeshAssetParameters"); + paramTraits->free(newPtr); + return 0; + } + + memset(newPtr, 0, sizeof(RenderMeshAssetParameters)); // always initialize memory allocated to zero for default values + return NV_PARAM_PLACEMENT_NEW(newPtr, RenderMeshAssetParameters)(paramTraits); + } + + virtual NvParameterized::Interface* finish(NvParameterized::Traits* paramTraits, void* bufObj, void* bufStart, int32_t* refCount) + { + if (!NvParameterized::IsAligned(bufObj, RenderMeshAssetParameters::ClassAlignment) + || !NvParameterized::IsAligned(bufStart, RenderMeshAssetParameters::ClassAlignment)) + { + NV_PARAM_TRAITS_WARNING(paramTraits, "Unaligned memory allocation for class RenderMeshAssetParameters"); + return 0; + } + + // Init NvParameters-part + // We used to call empty constructor of RenderMeshAssetParameters here + // but it may call default constructors of members and spoil the data + NV_PARAM_PLACEMENT_NEW(bufObj, NvParameterized::NvParameters)(paramTraits, bufStart, refCount); + + // Init vtable (everything else is already initialized) + *(const char**)bufObj = vptr; + + return (RenderMeshAssetParameters*)bufObj; + } + + virtual const char* getClassName() + { + return (RenderMeshAssetParameters::staticClassName()); + } + + virtual uint32_t getVersion() + { + return (RenderMeshAssetParameters::staticVersion()); + } + + virtual uint32_t getAlignment() + { + return (RenderMeshAssetParameters::ClassAlignment); + } + + virtual const uint32_t* getChecksum(uint32_t& bits) + { + return (RenderMeshAssetParameters::staticChecksum(bits)); + } +}; +#endif // NV_PARAMETERIZED_ONLY_LAYOUTS + +} // namespace apex +} // namespace nvidia + +#if PX_VC +#pragma warning(pop) +#endif + +#endif |