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//
// 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
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