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// 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.
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// 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
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
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// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.

#ifndef RENDERER_TEXTURE_DESC_H
#define RENDERER_TEXTURE_DESC_H

#include <RendererTexture.h>

namespace SampleRenderer
{

	class RendererTextureDesc
	{
	public:
		RendererTexture::Format     format;
		RendererTexture::Filter     filter;
		RendererTexture::Addressing addressingU;
		RendererTexture::Addressing addressingV;
		RendererTexture::Addressing addressingW;

		PxU32						width;
		PxU32						height;
		PxU32						depth;
		PxU32						numLevels;

		bool						renderTarget;

		void*						data;

	public:
		RendererTextureDesc(void);

		bool isValid(void) const;
	};

} // namespace SampleRenderer

#endif