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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_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
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