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| author | Jason Maskell <[email protected]> | 2016-05-25 16:02:23 +0200 |
|---|---|---|
| committer | Jason Maskell <[email protected]> | 2016-05-25 16:02:23 +0200 |
| commit | 69f624cfc22c361a8162f57df4a71e4324805717 (patch) | |
| tree | 245e0e5ebcb120fc573eb44d82755c1456e0d519 /include | |
| parent | Added OpenGL sample - compiles and runs but doesn't work. (diff) | |
| download | waveworks_archive-69f624cfc22c361a8162f57df4a71e4324805717.tar.xz waveworks_archive-69f624cfc22c361a8162f57df4a71e4324805717.zip | |
Excised D3D9 and 10 support from library.
Diffstat (limited to 'include')
| -rw-r--r-- | include/GFSDK_WaveWorks.h | 30 |
1 files changed, 0 insertions, 30 deletions
diff --git a/include/GFSDK_WaveWorks.h b/include/GFSDK_WaveWorks.h index eaf26ab..935c2e6 100644 --- a/include/GFSDK_WaveWorks.h +++ b/include/GFSDK_WaveWorks.h @@ -94,10 +94,6 @@ GFSDK_WAVEWORKS_DECL(gfsdk_cstr) GFSDK_WaveWorks_GetBuildString(); // Use these calls to globally initialize/release on D3D device create/destroy. GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_InitNoGraphics(const GFSDK_WaveWorks_Malloc_Hooks* pOptionalMallocHooks, const GFSDK_WaveWorks_API_GUID& apiGUID); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_ReleaseNoGraphics(); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_InitD3D9(IDirect3DDevice9* pD3DDevice, const GFSDK_WaveWorks_Malloc_Hooks* pOptionalMallocHooks, const GFSDK_WaveWorks_API_GUID& apiGUID); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_ReleaseD3D9(IDirect3DDevice9* pD3DDevice); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_InitD3D10(ID3D10Device* pD3DDevice, const GFSDK_WaveWorks_Malloc_Hooks* pOptionalMallocHooks, const GFSDK_WaveWorks_API_GUID& apiGUID); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_ReleaseD3D10(ID3D10Device* pD3DDevice); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_InitD3D11(ID3D11Device* pD3DDevice, const GFSDK_WaveWorks_Malloc_Hooks* pOptionalMallocHooks, const GFSDK_WaveWorks_API_GUID& apiGUID); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_ReleaseD3D11(ID3D11Device* pD3DDevice); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_InitGL2(const GFSDK_WAVEWORKS_GLFunctions* pGLFuncs, const GFSDK_WaveWorks_Malloc_Hooks* pOptionalMallocHooks, const GFSDK_WaveWorks_API_GUID& apiGUID); @@ -113,11 +109,7 @@ GFSDK_WAVEWORKS_DECL(gfsdk_bool) GFSDK_WaveWorks_GLAttribIsShaderInput(gfsdk_cst // In order to preserve D3D state across certain calls, create a save-state object, pass it to the call // and then once the call is done, use it to restore the previous D3D state -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_Savestate_CreateD3D9(GFSDK_WaveWorks_StatePreserveFlags PreserveFlags, IDirect3DDevice9* pD3DDevice, GFSDK_WaveWorks_SavestateHandle* pResult); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_Savestate_CreateD3D10(GFSDK_WaveWorks_StatePreserveFlags PreserveFlags, ID3D10Device* pD3DDevice, GFSDK_WaveWorks_SavestateHandle* pResult); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_Savestate_CreateD3D11(GFSDK_WaveWorks_StatePreserveFlags PreserveFlags, ID3D11Device* pD3DDevice, GFSDK_WaveWorks_SavestateHandle* pResult); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_Savestate_RestoreD3D9(GFSDK_WaveWorks_SavestateHandle hSavestate); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_Savestate_RestoreD3D10(GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_Savestate_RestoreD3D11(GFSDK_WaveWorks_SavestateHandle hSavestate, ID3D11DeviceContext* pDC); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result) GFSDK_WaveWorks_Savestate_Destroy(GFSDK_WaveWorks_SavestateHandle hSavestate); @@ -239,15 +231,11 @@ struct GFSDK_WaveWorks_Simulation_GL_Pool // These functions can be used to check whether a particular graphics device supports a particular detail level, // *before* initialising the graphics device GFSDK_WAVEWORKS_DECL(gfsdk_bool) GFSDK_WaveWorks_Simulation_DetailLevelIsSupported_NoGraphics(GFSDK_WaveWorks_Simulation_DetailLevel detailLevel); -GFSDK_WAVEWORKS_DECL(gfsdk_bool) GFSDK_WaveWorks_Simulation_DetailLevelIsSupported_D3D9(IDirect3D9* pD3D9, const _D3DADAPTER_IDENTIFIER9& adapterIdentifier, GFSDK_WaveWorks_Simulation_DetailLevel detailLevel); -GFSDK_WAVEWORKS_DECL(gfsdk_bool) GFSDK_WaveWorks_Simulation_DetailLevelIsSupported_D3D10(IDXGIAdapter* adapter, GFSDK_WaveWorks_Simulation_DetailLevel detailLevel); GFSDK_WAVEWORKS_DECL(gfsdk_bool) GFSDK_WaveWorks_Simulation_DetailLevelIsSupported_D3D11(IDXGIAdapter* adapter, GFSDK_WaveWorks_Simulation_DetailLevel detailLevel); GFSDK_WAVEWORKS_DECL(gfsdk_bool) GFSDK_WaveWorks_Simulation_DetailLevelIsSupported_GL2(GFSDK_WaveWorks_Simulation_DetailLevel detailLevel); // Simulation lifetime management GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_CreateNoGraphics(const GFSDK_WaveWorks_Simulation_Settings& settings, const GFSDK_WaveWorks_Simulation_Params& params, GFSDK_WaveWorks_SimulationHandle* pResult); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_CreateD3D9(const GFSDK_WaveWorks_Simulation_Settings& settings, const GFSDK_WaveWorks_Simulation_Params& params, IDirect3DDevice9* pD3DDevice, GFSDK_WaveWorks_SimulationHandle* pResult); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_CreateD3D10(const GFSDK_WaveWorks_Simulation_Settings& settings, const GFSDK_WaveWorks_Simulation_Params& params, ID3D10Device* pD3DDevice, GFSDK_WaveWorks_SimulationHandle* pResult); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_CreateD3D11(const GFSDK_WaveWorks_Simulation_Settings& settings, const GFSDK_WaveWorks_Simulation_Params& params, ID3D11Device* pD3DDevice, GFSDK_WaveWorks_SimulationHandle* pResult); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_CreateGL2(const GFSDK_WaveWorks_Simulation_Settings& settings, const GFSDK_WaveWorks_Simulation_Params& params, void *pGLContext, GFSDK_WaveWorks_SimulationHandle* pResult); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_Destroy(GFSDK_WaveWorks_SimulationHandle hSim); @@ -266,10 +254,6 @@ GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_SetT // Retrieve information about the WaveWorks shader inputs for a given platform. This information can be used to // query compiled shaders via a reflection interface to obtain register or constant buffer indices for subsequent // calls to SetRenderState -GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Simulation_GetShaderInputCountD3D9(); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_GetShaderInputDescD3D9(gfsdk_U32 inputIndex, GFSDK_WaveWorks_ShaderInput_Desc* pDesc); -GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Simulation_GetShaderInputCountD3D10(); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_GetShaderInputDescD3D10(gfsdk_U32 inputIndex, GFSDK_WaveWorks_ShaderInput_Desc* pDesc); GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Simulation_GetShaderInputCountD3D11(); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_GetShaderInputDescD3D11(gfsdk_U32 inputIndex, GFSDK_WaveWorks_ShaderInput_Desc* pDesc); GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Simulation_GetShaderInputCountGL2(); @@ -280,8 +264,6 @@ GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Simulation_GetT // Set WaveWorks shader inputs ready for rendering - use GetStagingCursor() to identify the kick which produced the simulation // results that are about to be set -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_SetRenderStateD3D9(GFSDK_WaveWorks_SimulationHandle hSim, const gfsdk_float4x4& matView, const gfsdk_U32 * pShaderInputRegisterMappings, GFSDK_WaveWorks_SavestateHandle hSavestate); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_SetRenderStateD3D10(GFSDK_WaveWorks_SimulationHandle hSim, const gfsdk_float4x4& matView, const gfsdk_U32 * pShaderInputRegisterMappings, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_SetRenderStateD3D11(GFSDK_WaveWorks_SimulationHandle hSim, ID3D11DeviceContext* pDC, const gfsdk_float4x4& matView, const gfsdk_U32 * pShaderInputRegisterMappings, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_SetRenderStateGL2(GFSDK_WaveWorks_SimulationHandle hSim, const gfsdk_float4x4& matView, const gfsdk_U32 * pShaderInputRegisterMappings, const GFSDK_WaveWorks_Simulation_GL_Pool& glPool); @@ -302,8 +284,6 @@ GFSDK_WAVEWORKS_DECL(gfsdk_F32 ) GFSDK_WaveWorks_Simulation_GetC // If necessary, this call will block until the CPU part of the pipeline is able to accept further in-flight work. If the CPU part of the pipeline // is already completely full, this means waiting for an in-flight kick to exit the CPU pipeline (kicks are processed in FIFO order) GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_KickNoGraphics(GFSDK_WaveWorks_SimulationHandle hSim, gfsdk_U64* pKickID); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_KickD3D9(GFSDK_WaveWorks_SimulationHandle hSim, gfsdk_U64* pKickID, GFSDK_WaveWorks_SavestateHandle hSavestate); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_KickD3D10(GFSDK_WaveWorks_SimulationHandle hSim, gfsdk_U64* pKickID, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_KickD3D11(GFSDK_WaveWorks_SimulationHandle hSim, gfsdk_U64* pKickID, ID3D11DeviceContext* pDC, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_KickGL2(GFSDK_WaveWorks_SimulationHandle hSim, gfsdk_U64* pKickID); @@ -318,8 +298,6 @@ GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_GetS // Returns gfsdk_waveworks_result_NONE if there are no in-flight kicks in the CPU part of the simulation pipeline // Returns gfsdk_waveworks_result_WOULD_BLOCK if there are in-flight kicks in the CPU part of the pipeline, but they're not ready for staging GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_AdvanceStagingCursorNoGraphics(GFSDK_WaveWorks_SimulationHandle hSim, bool block); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_AdvanceStagingCursorD3D9(GFSDK_WaveWorks_SimulationHandle hSim, bool block, GFSDK_WaveWorks_SavestateHandle hSavestate); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_AdvanceStagingCursorD3D10(GFSDK_WaveWorks_SimulationHandle hSim, bool block, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_AdvanceStagingCursorD3D11(GFSDK_WaveWorks_SimulationHandle hSim, bool block, ID3D11DeviceContext* pDC, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Simulation_AdvanceStagingCursorGL2(GFSDK_WaveWorks_SimulationHandle hSim, bool block); @@ -391,8 +369,6 @@ struct GFSDK_WaveWorks_Quadtree_Stats }; // Quadtree lifetime management -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_CreateD3D9(const GFSDK_WaveWorks_Quadtree_Params& params, IDirect3DDevice9* pD3DDevice, GFSDK_WaveWorks_QuadtreeHandle* pResult); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_CreateD3D10(const GFSDK_WaveWorks_Quadtree_Params& params, ID3D10Device* pD3DDevice, GFSDK_WaveWorks_QuadtreeHandle* pResult); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_CreateD3D11(const GFSDK_WaveWorks_Quadtree_Params& params, ID3D11Device* pD3DDevice, GFSDK_WaveWorks_QuadtreeHandle* pResult); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_CreateGL2(const GFSDK_WaveWorks_Quadtree_Params& params, unsigned int Program, GFSDK_WaveWorks_QuadtreeHandle* pResult); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_Destroy(GFSDK_WaveWorks_QuadtreeHandle hQuadtree); @@ -403,10 +379,6 @@ GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_UpdateP // Retrieve information about the WaveWorks shader inputs for a given platform. This information can be used to // query compiled shaders via a reflection interface to obtain register or constant buffer indices for subsequent // calls to Draw -GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Quadtree_GetShaderInputCountD3D9(); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_GetShaderInputDescD3D9(gfsdk_U32 inputIndex, GFSDK_WaveWorks_ShaderInput_Desc* pDesc); -GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Quadtree_GetShaderInputCountD3D10(); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_GetShaderInputDescD3D10(gfsdk_U32 inputIndex, GFSDK_WaveWorks_ShaderInput_Desc* pDesc); GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Quadtree_GetShaderInputCountD3D11(); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_GetShaderInputDescD3D11(gfsdk_U32 inputIndex, GFSDK_WaveWorks_ShaderInput_Desc* pDesc); GFSDK_WAVEWORKS_DECL(gfsdk_U32 ) GFSDK_WaveWorks_Quadtree_GetShaderInputCountGL2(); @@ -420,8 +392,6 @@ GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_AllocPa GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_FreePatch(GFSDK_WaveWorks_QuadtreeHandle hQuadtree, gfsdk_S32 x, gfsdk_S32 y, gfsdk_U32 lod); // Draw the water surface using the specified quadtree with the specified view and projection matrices -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_DrawD3D9(GFSDK_WaveWorks_QuadtreeHandle hQuadtree, const gfsdk_float4x4& matView, const gfsdk_float4x4& matProj, const gfsdk_U32 * pShaderInputRegisterMappings, GFSDK_WaveWorks_SavestateHandle hSavestate); -GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_DrawD3D10(GFSDK_WaveWorks_QuadtreeHandle hQuadtree, const gfsdk_float4x4& matView, const gfsdk_float4x4& matProj, const gfsdk_U32 * pShaderInputRegisterMappings, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_DrawD3D11(GFSDK_WaveWorks_QuadtreeHandle hQuadtree, ID3D11DeviceContext* pDC, const gfsdk_float4x4& matView, const gfsdk_float4x4& matProj, const gfsdk_U32 * pShaderInputRegisterMappings, GFSDK_WaveWorks_SavestateHandle hSavestate); GFSDK_WAVEWORKS_DECL(gfsdk_waveworks_result ) GFSDK_WaveWorks_Quadtree_DrawGL2(GFSDK_WaveWorks_QuadtreeHandle hQuadtree, const gfsdk_float4x4& matView, const gfsdk_float4x4& matProj, const gfsdk_U32 * pShaderInputRegisterMappings); |