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authorNathan Hoobler <[email protected]>2016-03-22 11:40:34 -0400
committerNathan Hoobler <[email protected]>2016-03-22 11:40:34 -0400
commitb4ab266c9010aaff5404f6a508a2e592eb367d36 (patch)
tree1e9eefa78e90485397b50ce5e780a1d0cb38b493 /external/NvFoundation/1.1/include/ps3
downloadvolumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.tar.xz
volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.zip
initial commit
Diffstat (limited to 'external/NvFoundation/1.1/include/ps3')
-rw-r--r--external/NvFoundation/1.1/include/ps3/NvPS3Assert.h55
-rw-r--r--external/NvFoundation/1.1/include/ps3/NvPS3Error.h51
-rw-r--r--external/NvFoundation/1.1/include/ps3/NvPS3Intrinsics.h219
3 files changed, 325 insertions, 0 deletions
diff --git a/external/NvFoundation/1.1/include/ps3/NvPS3Assert.h b/external/NvFoundation/1.1/include/ps3/NvPS3Assert.h
new file mode 100644
index 0000000..52240b9
--- /dev/null
+++ b/external/NvFoundation/1.1/include/ps3/NvPS3Assert.h
@@ -0,0 +1,55 @@
+// 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) 2008-2014 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+// SCE CONFIDENTIAL
+// Copyright (C) Sony Computer Entertainment Inc.
+// All Rights Reserved.
+
+#ifndef NV_PS3_NVPS3ASSERT_H
+#define NV_PS3_NVPS3ASSERT_H
+
+#include <NvFoundation/NvPreprocessor.h>
+
+#ifdef NV_SPU
+#include "spu_printf.h"
+
+namespace nvidia
+{
+NV_INLINE void NvPs3Assert(const char* exp, const char* file, int line)
+{
+ spu_printf("SPU: Assertion failed! exp %s \n, line %d \n, file %s \n ", exp, line, file);
+ __builtin_snpause();
+}
+}
+
+#define NV_ASSERT(exp) ((void)(!!(exp) || (nvidia::NvPs3Assert(#exp, __FILE__, __LINE__), false)))
+#define NV_ALWAYS_ASSERT_MESSAGE(exp) nvidia::NvPs3Assert(exp, __FILE__, __LINE__)
+#define NV_ASSERT_WITH_MESSAGE(exp, message) \
+ ((void)(!!(exp) || (nvidia::NvPs3Assert(message, __FILE__, __LINE__), false)))
+#endif // NV_SPU
+#endif // #ifndef NV_PS3_NVPS3ASSERT_H
diff --git a/external/NvFoundation/1.1/include/ps3/NvPS3Error.h b/external/NvFoundation/1.1/include/ps3/NvPS3Error.h
new file mode 100644
index 0000000..6f06da3
--- /dev/null
+++ b/external/NvFoundation/1.1/include/ps3/NvPS3Error.h
@@ -0,0 +1,51 @@
+// 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) 2008-2014 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+// dsequeira: I expect these have to be inlined on SPU, elsewhere they shouldn't be.
+
+#ifndef NV_PS3_NVPS3ERROR_H
+#define NV_PS3_NVPS3ERROR_H
+
+#include <NvFoundation/NvPreprocessor.h>
+
+#if defined(__CELLOS_LV2__) && defined(__SPU__)
+#include <spu_printf.h>
+
+NV_FORCE_INLINE void NvcOutputDebugString(const char* str)
+{
+ spu_printf(str);
+}
+
+NV_FORCE_INLINE void reportError(const char* error)
+{
+ spu_printf("Internal error: %s: \n", error);
+ NV_ASSERT(0);
+}
+#endif
+
+#endif // #ifndef NV_PS3_NVPS3ERROR_H
diff --git a/external/NvFoundation/1.1/include/ps3/NvPS3Intrinsics.h b/external/NvFoundation/1.1/include/ps3/NvPS3Intrinsics.h
new file mode 100644
index 0000000..dbef32a
--- /dev/null
+++ b/external/NvFoundation/1.1/include/ps3/NvPS3Intrinsics.h
@@ -0,0 +1,219 @@
+// 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) 2008-2014 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+#ifndef NV_PS3_NVPS3INTRINSICS_H
+#define NV_PS3_NVPS3INTRINSICS_H
+
+#include "Nv.h"
+#include "NvAssert.h"
+
+#if !NV_PS3
+#error "This file should only be included by ps3 builds!!"
+#endif
+
+#include <math.h>
+#ifdef __SPU__
+#include "spu_intrinsics.h"
+#else
+#include "ppu_intrinsics.h"
+#endif
+
+namespace nvidia
+{
+namespace intrinsics
+{
+//! \brief platform-specific absolute value
+NV_FORCE_INLINE float abs(float a)
+{
+ return ::fabsf(a);
+}
+
+//! \brief platform-specific select float
+#ifdef __SPU__
+NV_FORCE_INLINE float fsel(float a, float b, float c)
+{
+ return (a >= 0 ? b : c);
+}
+#else
+NV_FORCE_INLINE float fsel(float a, float b, float c)
+{
+ return __fsels(a, b, c);
+}
+#endif
+
+//! \brief platform-specific sign
+#ifdef __SPU__
+NV_FORCE_INLINE float sign(float a)
+{
+ return (a >= 0 ? 1.0f : -1.0f);
+}
+#else
+NV_FORCE_INLINE float sign(float a)
+{
+ return __fsels(a, 1.0f, -1.0f);
+}
+#endif
+
+//! \brief platform-specific reciprocal
+NV_FORCE_INLINE float recip(float a)
+{
+ return 1.0f / a;
+}
+
+//! \brief platform-specific reciprocal estimate
+#if defined(__SPU__) || !defined(_PPU_INTRINSICS_GCC_H)
+NV_FORCE_INLINE float recipFast(float a)
+{
+ return 1.0f / a;
+}
+#else
+NV_FORCE_INLINE float recipFast(float a)
+{
+ return __fres(a);
+}
+#endif
+
+//! \brief platform-specific square root
+NV_FORCE_INLINE float sqrt(float a)
+{
+ return ::sqrtf(a);
+}
+
+//! \brief platform-specific reciprocal square root
+NV_FORCE_INLINE float recipSqrt(float a)
+{
+ return 1.0f / ::sqrtf(a);
+}
+
+//! \brief platform-specific reciprocal square root estimate
+#ifdef __SPU__
+NV_FORCE_INLINE float recipSqrtFast(float a)
+{
+ return 1.0f / ::sqrtf(a);
+}
+#else
+NV_FORCE_INLINE float recipSqrtFast(float a)
+{
+ return float(__frsqrte(a));
+}
+#endif
+
+//! \brief platform-specific sine
+NV_FORCE_INLINE float sin(float a)
+{
+ return ::sinf(a);
+}
+
+//! \brief platform-specific cosine
+NV_FORCE_INLINE float cos(float a)
+{
+ return ::cosf(a);
+}
+
+//! \brief platform-specific minimum
+#ifdef __SPU__
+NV_FORCE_INLINE float selectMin(float a, float b)
+{
+ return (a >= b ? b : a);
+}
+#else
+NV_FORCE_INLINE float selectMin(float a, float b)
+{
+ return __fsels(a - b, b, a);
+}
+#endif
+
+//! \brief platform-specific maximum
+#ifdef __SPU__
+NV_FORCE_INLINE float selectMax(float a, float b)
+{
+ return (a >= b ? a : b);
+}
+#else
+NV_FORCE_INLINE float selectMax(float a, float b)
+{
+ return __fsels(a - b, a, b);
+}
+#endif
+//! \brief platform-specific finiteness check (not INF or NAN)
+NV_FORCE_INLINE bool isFinite(float a)
+{
+ return !isnan(a) && !isinf(a);
+}
+
+//! \brief platform-specific finiteness check (not INF or NAN)
+NV_FORCE_INLINE bool isFinite(double a)
+{
+ return !isnan(a) && !isinf(a);
+}
+
+/*!
+Sets \c count bytes starting at \c dst to zero.
+*/
+NV_FORCE_INLINE void* memZero(void* NV_RESTRICT dest, uint32_t count)
+{
+ return memset(dest, 0, count);
+}
+
+/*!
+Sets \c count bytes starting at \c dst to \c c.
+*/
+NV_FORCE_INLINE void* memSet(void* NV_RESTRICT dest, int32_t c, uint32_t count)
+{
+ return memset(dest, c, count);
+}
+
+/*!
+Copies \c count bytes from \c src to \c dst. User memMove if regions overlap.
+*/
+NV_FORCE_INLINE void* memCopy(void* NV_RESTRICT dest, const void* NV_RESTRICT src, uint32_t count)
+{
+ return memcpy(dest, src, count);
+}
+
+/*!
+Copies \c count bytes from \c src to \c dst. Supports overlapping regions.
+*/
+NV_FORCE_INLINE void* memMove(void* NV_RESTRICT dest, const void* NV_RESTRICT src, uint32_t count)
+{
+ return memmove(dest, src, count);
+}
+
+/*!
+Set 128B to zero starting at \c dst+offset. Must be aligned.
+*/
+NV_FORCE_INLINE void memZero128(void* NV_RESTRICT dest, uint32_t offset = 0)
+{
+ NV_ASSERT(((size_t(dest) + offset) & 0x7f) == 0);
+ memSet((char*)dest + offset, 0, 128);
+}
+
+} // namespace intrinsics
+} // namespace nvidia
+
+#endif // #ifndef NV_PS3_NVPS3INTRINSICS_H