// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #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