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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 _GNM_UTIL_H
#define _GNM_UTIL_H
#include <sdk_version.h>
#if SCE_ORBIS_SDK_VERSION < (0x01700000u)
#define DEPRICATED_IN_1_7( oo ) ,oo
#define NEW_IN_1_7( oo )
#else
#define DEPRICATED_IN_1_7( oo )
#define NEW_IN_1_7( oo ) ,oo
#endif
namespace sce
{
// Forward Declarations
namespace Gnm
{
class DrawCommandBuffer;
class RenderTarget;
}
namespace Gnmx
{
class VsShader;
class PsShader;
class CsShader;
}
}
struct GFSDK_WaveWorks_GnmxWrap;
namespace GFSDK_WaveWorks_GNM_Util
{
////////////////////////////////////////////////////////////////////////
//
// Begin functions adapted from Orbis SDK Toolkit -
// - .\samples\sample_code\graphics\api_gnm\toolkit
// ...
//
////////////////////////////////////////////////////////////////////////
/* SCE CONFIDENTIAL
PlayStation(R)4 Programmer Tool Runtime Library Release 01.500.111
* Copyright (C) 2013 Sony Computer Entertainment Inc.
* All Rights Reserved.
*/
void synchronizeComputeToGraphics( sce::Gnm::DrawCommandBuffer *dcb );
void synchronizeComputeToCompute( sce::Gnm::DrawCommandBuffer *dcb );
void synchronizeRenderTargetGraphicsToCompute(sce::Gnm::DrawCommandBuffer *dcb, const sce::Gnm::RenderTarget* renderTarget);
////////////////////////////////////////////////////////////////////////
//
// ...end functions adapted from Orbis SDK Toolkit
//
////////////////////////////////////////////////////////////////////////
sce::Gnmx::VsShader* CreateVsMakeFetchShader(void*& fetchShader, const uint32_t* shaderData);
void ReleaseVsShader(sce::Gnmx::VsShader*& vsShader, void*& fetchShader);
sce::Gnmx::PsShader* CreatePsShader(const uint32_t* shaderData);
void ReleasePsShader(sce::Gnmx::PsShader*& psShader);
sce::Gnmx::CsShader* CreateCsShader(const uint32_t* shaderData);
void ReleaseCsShader(sce::Gnmx::CsShader*& csShader);
class RenderTargetClearer;
RenderTargetClearer* CreateRenderTargetClearer();
void ClearRenderTargetToZero(RenderTargetClearer* pRTC, sce::Gnmx::LightweightGfxContext &gfxc, const sce::Gnm::RenderTarget* renderTarget);
void ReleaseRenderTargetClearer(RenderTargetClearer*& pRTC);
sce::Gnmx::InputResourceOffsets* CreateInputResourceOffsets(sce::Gnm::ShaderStage shaderStage, const void* gnmxShaderStruct);
void ReleaseInputResourceOffsets(sce::Gnmx::InputResourceOffsets*& iros);
void setGnmxWrap(GFSDK_WaveWorks_GnmxWrap*);
GFSDK_WaveWorks_GnmxWrap* getGnmxWrap();
}
#endif // _GNM_UTIL_H
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