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// 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_FFT_SIMULATION_H
#define _NVWAVEWORKS_FFT_SIMULATION_H
#if WAVEWORKS_ENABLE_GNM
#include <gnm\texture.h>
#else
namespace sce { namespace Gnm { struct Texture; } }
#endif
class NVWaveWorks_GFX_Timer_Impl;
typedef struct IDirect3DTexture9* LPDIRECT3DTEXTURE9;
struct ID3D10ShaderResourceView;
struct ID3D11ShaderResourceView;
struct NVWaveWorks_FFT_Simulation_Timings
{
float GPU_simulation_time; // GPU time spent on simulation
float GPU_FFT_simulation_time; // GPU simulation time spent on simulation
};
class NVWaveWorks_FFT_Simulation
{
public:
virtual ~NVWaveWorks_FFT_Simulation() {};
virtual HRESULT initD3D11(ID3D11Device* pD3DDevice) = 0;
virtual HRESULT initGnm() { return S_FALSE; };
virtual HRESULT initGL2(void* /*pGLContext*/) { return S_FALSE; };
virtual HRESULT initNoGraphics() = 0;
virtual HRESULT reinit(const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params) = 0;
virtual HRESULT addDisplacements( const gfsdk_float2* inSamplePoints,
gfsdk_float4* outDisplacements,
UINT numSamples
) = 0;
virtual HRESULT addArchivedDisplacements( float coord,
const gfsdk_float2* inSamplePoints,
gfsdk_float4* outDisplacements,
UINT numSamples
) = 0;
virtual HRESULT getTimings(NVWaveWorks_FFT_Simulation_Timings&) const = 0;
virtual gfsdk_U64 getDisplacementMapVersion() const = 0; // Returns the kickID of the last time the displacement map was updated
// NB: None of these AddRef's the underlying D3D resource
virtual ID3D11ShaderResourceView** GetDisplacementMapD3D11() = 0;
virtual sce::Gnm::Texture* GetDisplacementMapGnm() { return NULL; }
virtual GLuint GetDisplacementMapGL2() = 0;
};
#endif // _NVWAVEWORKS_FFT_SIMULATION_H
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