// 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 _GFSDK_WAVEWORKS_D3D_UTIL_H #define _GFSDK_WAVEWORKS_D3D_UTIL_H #include using namespace DirectX; // Convenience functions for converting between DX and NV types when using the WaveWorks API // This header should be #included *AFTER* d3d and d3dx headers //////////////////////////////////////////////////////////////////////////////// // Conversion helpers //////////////////////////////////////////////////////////////////////////////// __GFSDK_INLINE__ XMFLOAT2 NvToDX(const gfsdk_float2& rhs) { XMFLOAT2 result; result.x = rhs.x; result.y = rhs.y; return result; } __GFSDK_INLINE__ gfsdk_float2 NvFromDX(const XMFLOAT2& rhs) { gfsdk_float2 result; result.x = rhs.x; result.y = rhs.y; return result; } __GFSDK_INLINE__ XMFLOAT4 NvToDX(const gfsdk_float4& rhs) { XMFLOAT4 result; result.x = rhs.x; result.y = rhs.y; result.z = rhs.z; result.w = rhs.w; return result; } __GFSDK_INLINE__ gfsdk_float4 NvFromDX(const XMFLOAT4& rhs) { gfsdk_float4 result; result.x = rhs.x; result.y = rhs.y; result.z = rhs.z; result.w = rhs.w; return result; } __GFSDK_INLINE__ XMMATRIX NvToDX(const gfsdk_float4x4& rhs) { return XMMATRIX(rhs._11, rhs._12, rhs._13, rhs._14, rhs._21, rhs._22, rhs._23, rhs._24, rhs._31, rhs._32, rhs._33, rhs._34, rhs._41, rhs._42, rhs._43, rhs._44); } __GFSDK_INLINE__ gfsdk_float4x4 NvFromDX(const XMMATRIX& rhs) { gfsdk_float4x4 result; //NOTE: Not happy with using a reinterpret_cast here. XMStoreFloat4x4(reinterpret_cast(&result), rhs); return result; } __GFSDK_INLINE__ gfsdk_float4x4 NvFromGL(const float* rhs) { gfsdk_float4x4 result; result._11 = rhs[0]; result._12 = rhs[1]; result._13 = rhs[2]; result._14 = rhs[3]; result._21 = rhs[4]; result._22 = rhs[5]; result._23 = rhs[6]; result._24 = rhs[7]; result._31 = rhs[8]; result._32 = rhs[9]; result._33 = rhs[10]; result._34 = rhs[11]; result._41 = rhs[12]; result._42 = rhs[13]; result._43 = rhs[14]; result._44 = rhs[15]; return result; } #endif // _GFSDK_WAVEWORKS_D3D_UTIL_H