/* * Copyright (c) 2008-2017, 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