// 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) 2008-2017 NVIDIA Corporation. All rights reserved. #include using namespace SampleRenderer; RendererDesc::RendererDesc(void) { #if defined(RENDERER_ENABLE_OPENGL) driver = Renderer::DRIVER_OPENGL; #elif defined(RENDERER_ENABLE_GLES2) driver = Renderer::DRIVER_GLES2; #elif defined(RENDERER_ENABLE_DIRECT3D9) driver = Renderer::DRIVER_DIRECT3D9; #elif defined(RENDERER_ENABLE_DIRECT3D11) driver = Renderer::DRIVER_DIRECT3D11; #elif defined(RENDERER_ENABLE_LIBGCM) driver = Renderer::DRIVER_LIBGCM; #elif defined(RENDERER_ENABLE_LIBGNM) driver = Renderer::DRIVER_LIBGNM; #elif defined(RENDERER_ENABLE_GX2) driver = Renderer::DRIVER_NULL; #else #error "No Renderer Drivers support!" #endif windowHandle = 0; errorCallback = 0; vsync = false; multipassDepthBias = false; } bool RendererDesc::isValid(void) const { bool ok = true; #if defined(RENDERER_WINDOWS) if(!windowHandle) ok = false; #endif return ok; }