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/*
* 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_H
#define USER_RENDER_INDEX_BUFFER_H
/*!
\file
\brief class UserRenderIndexBuffer
*/
#include "ApexUsingNamespace.h"
/**
\brief Cuda graphics resource
*/
typedef struct CUgraphicsResource_st* CUgraphicsResource;
namespace nvidia
{
namespace apex
{
PX_PUSH_PACK_DEFAULT
/**
\brief Used for storing index data for rendering.
*/
class UserRenderIndexBuffer
{
public:
virtual ~UserRenderIndexBuffer() {}
///Get the low-level handle of the buffer resource (D3D resource pointer or GL buffer object ID)
///\return true id succeeded, false otherwise
virtual bool getInteropResourceHandle(CUgraphicsResource& handle)
#if APEX_DEFAULT_NO_INTEROP_IMPLEMENTATION
{
PX_UNUSED(&handle);
return false;
}
#else
= 0;
#endif
//! write some data into the buffer.
// the source data type is assumed to be the same as what was defined in the descriptor.
virtual void writeBuffer(const void* srcData, uint32_t srcStride, uint32_t firstDestElement, uint32_t numElements) = 0;
};
PX_POP_PACK
}
} // namespace nvidia::apex
#endif // USER_RENDER_INDEX_BUFFER_H
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