// // 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_SURFACE_BUFFER_DESC_H #define USER_RENDER_SURFACE_BUFFER_DESC_H /*! \file \brief class UserRenderSurfaceBufferDesc, structs RenderDataFormat and RenderSurfaceSemantic */ #include "ApexUsingNamespace.h" #include "UserRenderResourceManager.h" #include "RenderDataFormat.h" #include "ApexSDK.h" namespace physx { class PxCudaContextManager; } namespace nvidia { namespace apex { PX_PUSH_PACK_DEFAULT /** \brief Describes the semantics and layout of a Surface buffer */ class UserRenderSurfaceBufferDesc { public: UserRenderSurfaceBufferDesc(void) { setDefaults(); } /** \brief Default values */ void setDefaults() { // hint = RenderBufferHint::STATIC; format = RenderDataFormat::UNSPECIFIED; width = 0; height = 0; depth = 1; //moduleIdentifier = 0; registerInCUDA = false; interopContext = 0; // stride = 0; } /** \brief Checks if the surface buffer descriptor is valid */ bool isValid(void) const { uint32_t numFailed = 0; numFailed += (format == RenderDataFormat::UNSPECIFIED); numFailed += (width == 0) && (height == 0) && (depth == 0); numFailed += registerInCUDA && (interopContext == 0); // numFailed += registerInCUDA && (stride == 0); return (numFailed == 0); } public: /** \brief The size of U-dimension. */ uint32_t width; /** \brief The size of V-dimension. */ uint32_t height; /** \brief The size of W-dimension. */ uint32_t depth; /** \brief Data format of suface buffer. */ RenderDataFormat::Enum format; bool registerInCUDA; //!< Declare if the resource must be registered in CUDA upon creation /** This context must be used to register and unregister the resource every time the device is lost and recreated. */ PxCudaContextManager* interopContext; }; PX_POP_PACK } } // end namespace nvidia::apex #endif // USER_RENDER_SURFACE_BUFFER_DESC_H