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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /src/Simulation_Util.h | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'src/Simulation_Util.h')
| -rw-r--r-- | src/Simulation_Util.h | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/src/Simulation_Util.h b/src/Simulation_Util.h new file mode 100644 index 0000000..4f56509 --- /dev/null +++ b/src/Simulation_Util.h @@ -0,0 +1,58 @@ +// This code contains NVIDIA Confidential Information and is disclosed +// under the Mutual Non-Disclosure Agreement. +// +// Notice +// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES +// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. +// +// 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. No third party distribution is allowed unless +// expressly authorized by NVIDIA. 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 � 2008- 2013 NVIDIA Corporation. All rights reserved. +// +// 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. +// + +#ifndef _NVWAVEWORKS_SIMULATION_UTIL_H +#define _NVWAVEWORKS_SIMULATION_UTIL_H + +namespace GFSDK_WaveWorks_Simulation_Util +{ + void init_omega(const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params, float* pOutOmega); + void init_gauss(const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params, float2* pOutGauss); + float get_spectrum_rms_sqr(const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params); + void add_displacements_float16( const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params, + const BYTE* pReadbackData, + UINT rowPitch, + const gfsdk_float2* inSamplePoints, + gfsdk_float4* outDisplacements, + UINT numSamples, + float multiplier = 1.f + ); + void add_displacements_float32( const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params, + const BYTE* pReadbackData, + UINT rowPitch, + const gfsdk_float2* inSamplePoints, + gfsdk_float4* outDisplacements, + UINT numSamples, + float multiplier = 1.f + ); + TickType getTicks(); + float getMilliseconds(const TickType& start, const TickType& stop); + void tieThreadToCore(unsigned char core); +}; + +#endif // _NVWAVEWORKS_SIMULATION_UTIL_H |