// 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_MESH_H #define _NVWAVEWORKS_MESH_H struct IDirect3DDevice9; struct ID3D10Device; struct D3D10_INPUT_ELEMENT_DESC; struct D3D11_INPUT_ELEMENT_DESC; typedef struct _D3DVERTEXELEMENT9 D3DVERTEXELEMENT9; // forward declaration namespace sce { namespace Gnmx { class LightweightGfxContext; } } //////////////////////////////////////////////////////////////////////////////// // ABC representing a mesh that can be locked, populated and rendered, plus // factory classes for DX9 + DX10 //////////////////////////////////////////////////////////////////////////////// class NVWaveWorks_Mesh { public: typedef struct { GLint Size; GLenum Type; GLboolean Normalized; GLsizei Stride; GLint Offset; } GL_VERTEX_ATTRIBUTE_DESC; static HRESULT CreateD3D11( ID3D11Device* pD3DDev, const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, UINT NumElements, const void *pShaderBytecodeWithInputSignature, SIZE_T BytecodeLength, UINT VertexStride, const void* pVertData, UINT NumVerts, const DWORD* pIndexData, UINT NumIndices, NVWaveWorks_Mesh** ppMesh ); static HRESULT CreateGnm( UINT VertexStride, const void* pVertData, UINT NumVerts, const DWORD* pIndexData, UINT NumIndices, NVWaveWorks_Mesh** ppMesh ); static HRESULT CreateGL2( const GL_VERTEX_ATTRIBUTE_DESC* AttributeDescs, UINT NumAttributeDescs, GLuint VertexStride, const void* pVertData, UINT NumVerts, const DWORD* pIndexData, UINT NumIndices, NVWaveWorks_Mesh** ppMesh ); enum PrimitiveType { PT_TriangleStrip = 0, PT_TriangleList, PT_PatchList_3 }; virtual ~NVWaveWorks_Mesh() {} virtual HRESULT Draw( Graphics_Context* pGC, PrimitiveType PrimType, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount, const UINT* pShaderInputMappings ) = 0; virtual HRESULT PreserveState(Graphics_Context* pGC, GFSDK_WaveWorks_Savestate* pSavestateImpl) = 0; }; #endif // _NVWAVEWORKS_MESH_H