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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, 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.
+ */
+
+
+#ifndef USER_RENDER_INDEX_BUFFER_DESC_H
+#define USER_RENDER_INDEX_BUFFER_DESC_H
+
+/*!
+\file
+\brief class UserRenderIndexBufferDesc, structs RenderDataFormat and UserRenderIndexBufferDesc
+*/
+
+#include "RenderDataFormat.h"
+#include "UserRenderResourceManager.h"
+
+namespace physx
+{
+ class PxCudaContextManager;
+};
+
+namespace nvidia
+{
+namespace apex
+{
+
+PX_PUSH_PACK_DEFAULT
+
+#if !PX_PS4
+ #pragma warning(push)
+ #pragma warning(disable:4121)
+#endif //!PX_PS4
+
+/**
+\brief describes the semantics and layout of an index buffer
+*/
+class UserRenderIndexBufferDesc
+{
+public:
+ UserRenderIndexBufferDesc(void)
+ {
+ registerInCUDA = false;
+ interopContext = 0;
+ maxIndices = 0;
+ hint = RenderBufferHint::STATIC;
+ format = RenderDataFormat::UNSPECIFIED;
+ primitives = RenderPrimitiveType::TRIANGLES;
+ }
+
+ /**
+ \brief Check if parameter's values are correct
+ */
+ bool isValid(void) const
+ {
+ uint32_t numFailed = 0;
+ numFailed += (registerInCUDA && !interopContext) ? 1 : 0;
+ return (numFailed == 0);
+ }
+
+public:
+
+ /**
+ \brief The maximum amount of indices this buffer will ever hold.
+ */
+ uint32_t maxIndices;
+
+ /**
+ \brief Hint on how often this buffer is updated
+ */
+ RenderBufferHint::Enum hint;
+
+ /**
+ \brief The format of this buffer (only one implied semantic)
+ */
+ RenderDataFormat::Enum format;
+
+ /**
+ \brief Rendering primitive type (triangle, line strip, etc)
+ */
+ RenderPrimitiveType::Enum primitives;
+
+ /**
+ \brief Declare if the resource must be registered in CUDA upon creation
+ */
+ bool registerInCUDA;
+
+ /**
+ \brief The CUDA context
+
+ This context must be used to register and unregister the resource every time the
+ device is lost and recreated.
+ */
+ PxCudaContextManager* interopContext;
+};
+
+#if !PX_PS4
+ #pragma warning(pop)
+#endif //!PX_PS4
+
+PX_POP_PACK
+
+}
+} // end namespace nvidia::apex
+
+#endif // USER_RENDER_INDEX_BUFFER_DESC_H