🚚 Moved cg-toolkit to separate repo

This commit is contained in:
Edgar 2021-08-05 15:20:57 +02:00
parent e0f89654df
commit 93c5b2d9c0
No known key found for this signature in database
GPG Key ID: 17D930BB616061A5
46 changed files with 34 additions and 2227 deletions

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sources:
"3.1":
url: "https://github.com/AnotherFoxGuy/cg-toolkit/archive/refs/tags/3.1.tar.gz"
sha256: "f4a10e8a6db6517981692280910fea15398b7cce36bc6cfeadfce2748af439bb"

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from conans import ConanFile, tools
from conans.tools import os_info
class GcConan(ConanFile):
name = "cg-toolkit"
version = "3.1"
author = "Edgar Edgar@AnotherFoxGuy.com"
settings = "os", "arch"
exports_sources = [
"bin*",
"bin64*",
"include*",
"lib*",
"lib64*"
]
def package(self):
self.copy("*.h", src="include", dst="include")
if os_info.is_linux:
if self.settings.arch.__contains__('64'):
self.copy("*.so", src="lib64", dst="lib", keep_path=False)
else:
self.copy("*.so", src="lib", dst="lib", keep_path=False)
else:
if self.settings.arch.__contains__('64'):
self.copy("*.lib", src="lib64", dst="lib", keep_path=False)
self.copy("*.dll", src="bin64", dst="bin", keep_path=False)
else:
self.copy("*.lib", src="lib", dst="lib", keep_path=False)
self.copy("*.dll", src="bin", dst="bin", keep_path=False)
def package_info(self):
self.cpp_info.libs = tools.collect_libs(self)
from conans import ConanFile, tools
from conans.tools import os_info
class GcConan(ConanFile):
name = "cg-toolkit"
version = "3.1"
author = "Edgar Edgar@AnotherFoxGuy.com"
settings = "os", "arch"
def source(self):
tools.get(**self.conan_data["sources"][self.version], strip_root=True)
def package(self):
self.copy("*.h", src="include", dst="include")
if os_info.is_linux:
if self.settings.arch.__contains__('64'):
self.copy("*.so", src="lib64", dst="lib", keep_path=False)
else:
self.copy("*.so", src="lib", dst="lib", keep_path=False)
else:
if self.settings.arch.__contains__('64'):
self.copy("*.lib", src="lib64", dst="lib", keep_path=False)
self.copy("*.dll", src="bin64", dst="bin", keep_path=False)
else:
self.copy("*.lib", src="lib", dst="lib", keep_path=False)
self.copy("*.dll", src="bin", dst="bin", keep_path=False)
def package_info(self):
self.cpp_info.libs = tools.collect_libs(self)

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/*
*
* Copyright (c) 2002-2012, NVIDIA Corporation.
*
*
*
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
* of your agreement to the following terms, and your use, installation,
* modification or redistribution of this NVIDIA software constitutes
* acceptance of these terms. If you do not agree with these terms, please do
* not use, install, modify or redistribute this NVIDIA software.
*
*
*
* In consideration of your agreement to abide by the following terms, and
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
* Software"), to use, reproduce, modify and redistribute the NVIDIA
* Software, with or without modifications, in source and/or binary forms;
* provided that if you redistribute the NVIDIA Software, you must retain the
* copyright notice of NVIDIA, this notice and the following text and
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
* to endorse or promote products derived from the NVIDIA Software without
* specific prior written permission from NVIDIA. Except as expressly stated
* in this notice, no other rights or licenses express or implied, are granted
* by NVIDIA herein, including but not limited to any patent rights that may be
* infringed by your derivative works or by other works in which the NVIDIA
* Software may be incorporated. No hardware is licensed hereunder.
*
*
*
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
*
*
*
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifndef __CGD3D10_H__
#define __CGD3D10_H__
#ifdef _WIN32
#pragma once
#include <windows.h>
#include <d3d10_1.h>
#include "Cg/cg.h"
/* Set up for either Win32 import/export/lib. */
#ifdef CGD3D10DLL_EXPORTS
# define CGD3D10DLL_API __declspec(dllexport)
#elif defined(CG_LIB)
# define CGD3D10DLL_API
#else
# define CGD3D10DLL_API __declspec(dllimport)
#endif
#ifndef CGD3D10ENTRY
# ifdef _WIN32
# define CGD3D10ENTRY __cdecl
# else
# define CGD3D10ENTRY
# endif
#endif
#ifdef __cplusplus
extern "C"
{
#endif
#ifndef CGD3D10_EXPLICIT
CGD3D10DLL_API ID3D10Device * CGD3D10ENTRY cgD3D10GetDevice(CGcontext Context);
CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10SetDevice(CGcontext Context, ID3D10Device *pDevice);
CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetTextureParameter(CGparameter Parameter, ID3D10Resource *pTexture);
CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetSamplerStateParameter(CGparameter Parameter, ID3D10SamplerState *pSamplerState);
CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetTextureSamplerStateParameter(CGparameter Parameter, ID3D10Resource *pTexture, ID3D10SamplerState *pSamplerState);
CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10LoadProgram(CGprogram Program, UINT Flags);
CGD3D10DLL_API ID3D10Blob * CGD3D10ENTRY cgD3D10GetCompiledProgram(CGprogram Program);
CGD3D10DLL_API ID3D10Blob * CGD3D10ENTRY cgD3D10GetProgramErrors(CGprogram Program);
CGD3D10DLL_API CGbool CGD3D10ENTRY cgD3D10IsProgramLoaded(CGprogram Program);
CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10BindProgram(CGprogram Program);
CGD3D10DLL_API void CGD3D10ENTRY cgD3D10UnloadProgram(CGprogram Program);
CGD3D10DLL_API void CGD3D10ENTRY cgD3D10UnbindProgram(CGprogram Program);
CGD3D10DLL_API ID3D10Buffer * CGD3D10ENTRY cgD3D10GetBufferByIndex(CGprogram Program, UINT Index);
CGD3D10DLL_API void CGD3D10ENTRY cgD3D10RegisterStates(CGcontext Context);
CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetManageTextureParameters(CGcontext Context, CGbool Flag);
CGD3D10DLL_API CGbool CGD3D10ENTRY cgD3D10GetManageTextureParameters(CGcontext Context);
CGD3D10DLL_API ID3D10Blob * CGD3D10ENTRY cgD3D10GetIASignatureByPass(CGpass Pass);
CGD3D10DLL_API CGprofile CGD3D10ENTRY cgD3D10GetLatestVertexProfile(void);
CGD3D10DLL_API CGprofile CGD3D10ENTRY cgD3D10GetLatestGeometryProfile(void);
CGD3D10DLL_API CGprofile CGD3D10ENTRY cgD3D10GetLatestPixelProfile(void);
CGD3D10DLL_API CGbool CGD3D10ENTRY cgD3D10IsProfileSupported(CGprofile Profile);
CGD3D10DLL_API DWORD CGD3D10ENTRY cgD3D10TypeToSize(CGtype Type);
CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10GetLastError(void);
CGD3D10DLL_API const char ** CGD3D10ENTRY cgD3D10GetOptimalOptions(CGprofile Profile);
CGD3D10DLL_API const char * CGD3D10ENTRY cgD3D10TranslateCGerror(CGerror Error);
CGD3D10DLL_API const char * CGD3D10ENTRY cgD3D10TranslateHRESULT(HRESULT hr);
CGD3D10DLL_API CGbuffer CGD3D10ENTRY cgD3D10CreateBuffer(CGcontext Context, int size, const void *data, D3D10_USAGE bufferUsage);
CGD3D10DLL_API CGbuffer CGD3D10ENTRY cgD3D10CreateBufferFromObject(CGcontext Context, ID3D10Buffer *obj, CGbool manageObject);
CGD3D10DLL_API ID3D10Buffer * CGD3D10ENTRY cgD3D10GetBufferObject(CGbuffer buffer);
#endif /* CGD3D10_EXPLICIT */
#ifdef __cplusplus
}
#endif
#endif /* _WIN32 */
#endif

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/*
*
* Copyright (c) 2002-2012, NVIDIA Corporation.
*
*
*
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
* of your agreement to the following terms, and your use, installation,
* modification or redistribution of this NVIDIA software constitutes
* acceptance of these terms. If you do not agree with these terms, please do
* not use, install, modify or redistribute this NVIDIA software.
*
*
*
* In consideration of your agreement to abide by the following terms, and
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
* Software"), to use, reproduce, modify and redistribute the NVIDIA
* Software, with or without modifications, in source and/or binary forms;
* provided that if you redistribute the NVIDIA Software, you must retain the
* copyright notice of NVIDIA, this notice and the following text and
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
* to endorse or promote products derived from the NVIDIA Software without
* specific prior written permission from NVIDIA. Except as expressly stated
* in this notice, no other rights or licenses express or implied, are granted
* by NVIDIA herein, including but not limited to any patent rights that may be
* infringed by your derivative works or by other works in which the NVIDIA
* Software may be incorporated. No hardware is licensed hereunder.
*
*
*
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
*
*
*
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifndef __CGD3D11_H__
#define __CGD3D11_H__
#ifdef _WIN32
#pragma once
#include <windows.h>
#include <d3d11.h>
#include "Cg/cg.h"
/* Set up for either Win32 import/export/lib. */
#ifdef CGD3D11DLL_EXPORTS
# define CGD3D11DLL_API __declspec(dllexport)
#elif defined(CG_LIB)
# define CGD3D11DLL_API
#else
# define CGD3D11DLL_API __declspec(dllimport)
#endif
#ifndef CGD3D11ENTRY
# ifdef _WIN32
# define CGD3D11ENTRY __cdecl
# else
# define CGD3D11ENTRY
# endif
#endif
#ifdef __cplusplus
extern "C"
{
#endif
#ifndef CGD3D11_EXPLICIT
CGD3D11DLL_API ID3D11Device * CGD3D11ENTRY cgD3D11GetDevice(CGcontext Context);
CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11SetDevice(CGcontext Context, ID3D11Device *pDevice);
CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetTextureParameter(CGparameter Parameter, ID3D11Resource *pTexture);
CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetSamplerStateParameter(CGparameter Parameter, ID3D11SamplerState *pSamplerState);
CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetTextureSamplerStateParameter(CGparameter Parameter, ID3D11Resource *pTexture, ID3D11SamplerState *pSamplerState);
CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11LoadProgram(CGprogram Program, UINT Flags);
CGD3D11DLL_API ID3D10Blob * CGD3D11ENTRY cgD3D11GetCompiledProgram(CGprogram Program);
CGD3D11DLL_API ID3D10Blob * CGD3D11ENTRY cgD3D11GetProgramErrors(CGprogram Program);
CGD3D11DLL_API CGbool CGD3D11ENTRY cgD3D11IsProgramLoaded(CGprogram Program);
CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11BindProgram(CGprogram Program);
CGD3D11DLL_API void CGD3D11ENTRY cgD3D11UnloadProgram(CGprogram Program);
CGD3D11DLL_API ID3D11Buffer * CGD3D11ENTRY cgD3D11GetBufferByIndex(CGprogram Program, UINT Index);
CGD3D11DLL_API void CGD3D11ENTRY cgD3D11RegisterStates(CGcontext Context);
CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetManageTextureParameters(CGcontext Context, CGbool Flag);
CGD3D11DLL_API CGbool CGD3D11ENTRY cgD3D11GetManageTextureParameters(CGcontext Context);
CGD3D11DLL_API ID3D10Blob * CGD3D11ENTRY cgD3D11GetIASignatureByPass(CGpass Pass);
CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestVertexProfile(void);
CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestGeometryProfile(void);
CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestPixelProfile(void);
CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestHullProfile(void);
CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestDomainProfile(void);
CGD3D11DLL_API CGbool CGD3D11ENTRY cgD3D11IsProfileSupported(CGprofile Profile);
CGD3D11DLL_API DWORD CGD3D11ENTRY cgD3D11TypeToSize(CGtype Type);
CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11GetLastError(void);
CGD3D11DLL_API const char ** CGD3D11ENTRY cgD3D11GetOptimalOptions(CGprofile Profile);
CGD3D11DLL_API const char * CGD3D11ENTRY cgD3D11TranslateCGerror(CGerror Error);
CGD3D11DLL_API const char * CGD3D11ENTRY cgD3D11TranslateHRESULT(HRESULT hr);
CGD3D11DLL_API void CGD3D11ENTRY cgD3D11UnbindProgram(CGprogram Program);
CGD3D11DLL_API CGbuffer CGD3D11ENTRY cgD3D11CreateBuffer(CGcontext Context, int size, const void *data, D3D11_USAGE bufferUsage);
CGD3D11DLL_API CGbuffer CGD3D11ENTRY cgD3D11CreateBufferFromObject(CGcontext Context, ID3D11Buffer *obj, CGbool manageObject);
CGD3D11DLL_API ID3D11Buffer * CGD3D11ENTRY cgD3D11GetBufferObject(CGbuffer buffer);
#endif /* CGD3D11_EXPLICIT */
#ifdef __cplusplus
}
#endif
#endif /* _WIN32 */
#endif

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/*
*
* Copyright (c) 2002-2012, NVIDIA Corporation.
*
*
*
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
* of your agreement to the following terms, and your use, installation,
* modification or redistribution of this NVIDIA software constitutes
* acceptance of these terms. If you do not agree with these terms, please do
* not use, install, modify or redistribute this NVIDIA software.
*
*
*
* In consideration of your agreement to abide by the following terms, and
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
* Software"), to use, reproduce, modify and redistribute the NVIDIA
* Software, with or without modifications, in source and/or binary forms;
* provided that if you redistribute the NVIDIA Software, you must retain the
* copyright notice of NVIDIA, this notice and the following text and
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
* to endorse or promote products derived from the NVIDIA Software without
* specific prior written permission from NVIDIA. Except as expressly stated
* in this notice, no other rights or licenses express or implied, are granted
* by NVIDIA herein, including but not limited to any patent rights that may be
* infringed by your derivative works or by other works in which the NVIDIA
* Software may be incorporated. No hardware is licensed hereunder.
*
*
*
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
*
*
*
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifndef CGD3D9_INCLUDED
#define CGD3D9_INCLUDED
#ifdef _WIN32
#pragma once
#include "cg.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <windows.h>
/* Set up for either Win32 import/export/lib. */
#ifdef CGD3D9DLL_EXPORTS
# define CGD3D9DLL_API __declspec(dllexport)
#elif defined(CG_LIB)
# define CGD3D9DLL_API
#else
# define CGD3D9DLL_API __declspec(dllimport)
#endif
#ifndef CGD3D9ENTRY
# ifdef _WIN32
# define CGD3D9ENTRY __cdecl
# else
# define CGD3D9ENTRY
# endif
#endif
enum cgD3D9Errors
{
cgD3D9Failed = 1000,
cgD3D9DebugTrace = 1001
};
/*---------------------------------------------------------------------------
// HRESULTs specific to cgD3D9. When the CGerror is set to cgD3D9Failed
// cgD3D9GetLastError will return an HRESULT that could be one these.
// Use cgD3D9TranslateHRESULT() to translate these errors into strings.
---------------------------------------------------------------------------*/
static const HRESULT CGD3D9ERR_NOTLOADED = MAKE_HRESULT(1, 0x877, 1);
static const HRESULT CGD3D9ERR_NODEVICE = MAKE_HRESULT(1, 0x877, 2);
static const HRESULT CGD3D9ERR_NOTSAMPLER = MAKE_HRESULT(1, 0x877, 3);
static const HRESULT CGD3D9ERR_INVALIDPROFILE = MAKE_HRESULT(1, 0x877, 4);
static const HRESULT CGD3D9ERR_NULLVALUE = MAKE_HRESULT(1, 0x877, 5);
static const HRESULT CGD3D9ERR_OUTOFRANGE = MAKE_HRESULT(1, 0x877, 6);
static const HRESULT CGD3D9ERR_NOTUNIFORM = MAKE_HRESULT(1, 0x877, 7);
static const HRESULT CGD3D9ERR_NOTMATRIX = MAKE_HRESULT(1, 0x877, 8);
static const HRESULT CGD3D9ERR_INVALIDPARAM = MAKE_HRESULT(1, 0x877, 9);
/*---------------------------------------------------------------------------
// Other error return values
---------------------------------------------------------------------------*/
static const DWORD CGD3D9_INVALID_USAGE = 0xFF;
#ifdef __cplusplus
extern "C"
{
#endif
#ifndef CGD3D9_EXPLICIT
CGD3D9DLL_API DWORD CGD3D9ENTRY cgD3D9TypeToSize(CGtype type);
CGD3D9DLL_API BYTE CGD3D9ENTRY cgD3D9ResourceToDeclUsage(CGresource resource);
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9GetVertexDeclaration(CGprogram prog, D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH]);
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9ValidateVertexDeclaration(CGprogram prog, const D3DVERTEXELEMENT9 *decl);
CGD3D9DLL_API IDirect3DDevice9 * CGD3D9ENTRY cgD3D9GetDevice(void);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetDevice(IDirect3DDevice9 *pDevice);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9LoadProgram(CGprogram prog, CGbool paramShadowing, DWORD assemFlags);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9UnloadProgram(CGprogram prog);
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9IsProgramLoaded(CGprogram prog);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9BindProgram(CGprogram prog);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniform(CGparameter param, const void *floats);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniformArray(CGparameter param, DWORD offset, DWORD numItems, const void *values);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniformMatrix(CGparameter param, const D3DMATRIX *matrix);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniformMatrixArray(CGparameter param, DWORD offset, DWORD numItems, const D3DMATRIX *matrices);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetTexture(CGparameter param, IDirect3DBaseTexture9 *tex);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetSamplerState(CGparameter param, D3DSAMPLERSTATETYPE type, DWORD value);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetTextureWrapMode(CGparameter param, DWORD value);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9EnableParameterShadowing(CGprogram prog, CGbool enable);
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9IsParameterShadowingEnabled(CGprogram prog);
CGD3D9DLL_API CGprofile CGD3D9ENTRY cgD3D9GetLatestVertexProfile(void);
CGD3D9DLL_API CGprofile CGD3D9ENTRY cgD3D9GetLatestPixelProfile(void);
CGD3D9DLL_API const char ** CGD3D9ENTRY cgD3D9GetOptimalOptions(CGprofile profile);
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9IsProfileSupported(CGprofile profile);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9GetLastError(void);
CGD3D9DLL_API const char * CGD3D9ENTRY cgD3D9TranslateCGerror(CGerror error);
CGD3D9DLL_API const char * CGD3D9ENTRY cgD3D9TranslateHRESULT(HRESULT hr);
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9EnableDebugTracing(CGbool enable);
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9RegisterStates(CGcontext ctx);
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9SetManageTextureParameters(CGcontext ctx, CGbool flag);
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9GetManageTextureParameters(CGcontext ctx);
CGD3D9DLL_API IDirect3DBaseTexture9 * CGD3D9ENTRY cgD3D9GetTextureParameter(CGparameter param);
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9SetTextureParameter(CGparameter param, IDirect3DBaseTexture9 *tex);
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9UnloadAllPrograms(void);
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9UnbindProgram(CGprogram prog);
#endif /* CGD3D9_EXPLICIT */
#ifdef __cplusplus
}
#endif
#endif /* _WIN32 */
#endif

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/*
*
* Copyright (c) 2002-2012, NVIDIA Corporation.
*
*
*
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
* of your agreement to the following terms, and your use, installation,
* modification or redistribution of this NVIDIA software constitutes
* acceptance of these terms. If you do not agree with these terms, please do
* not use, install, modify or redistribute this NVIDIA software.
*
*
*
* In consideration of your agreement to abide by the following terms, and
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
* Software"), to use, reproduce, modify and redistribute the NVIDIA
* Software, with or without modifications, in source and/or binary forms;
* provided that if you redistribute the NVIDIA Software, you must retain the
* copyright notice of NVIDIA, this notice and the following text and
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
* to endorse or promote products derived from the NVIDIA Software without
* specific prior written permission from NVIDIA. Except as expressly stated
* in this notice, no other rights or licenses express or implied, are granted
* by NVIDIA herein, including but not limited to any patent rights that may be
* infringed by your derivative works or by other works in which the NVIDIA
* Software may be incorporated. No hardware is licensed hereunder.
*
*
*
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
*
*
*
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifndef _cggl_h
#define _cggl_h
/*************************************************************************/
/*** CGGL Run-Time Library API ***/
/*************************************************************************/
#include <Cg/cg.h>
#ifdef _WIN32
# ifndef APIENTRY /* From Win32's <windef.h> */
# define CGGL_APIENTRY_DEFINED
# if (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) || defined(__LCC__)
# define APIENTRY __stdcall
# else
# define APIENTRY
# endif
# endif
# ifndef WINGDIAPI /* From Win32's <wingdi.h> and <winnt.h> */
# define CGGL_WINGDIAPI_DEFINED
# define WINGDIAPI __declspec(dllimport)
# endif
#endif /* _WIN32 */
/* Set up CGGL_API for Win32 dllexport or gcc visibility. */
#ifndef CGGL_API
# ifdef CGGL_EXPORTS
# ifdef _WIN32
# define CGGL_API __declspec(dllexport)
# elif defined(__GNUC__) && __GNUC__>=4
# define CGGL_API __attribute__ ((visibility("default")))
# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)
# define CGGL_API __global
# else
# define CGGL_API
# endif
# else
# define CGGL_API
# endif
#endif
#ifndef CGGLENTRY
# ifdef _WIN32
# define CGGLENTRY __cdecl
# else
# define CGGLENTRY
# endif
#endif
/* Use CGGL_NO_OPENGL to avoid including OpenGL headers. */
#ifndef CGGL_NO_OPENGL
# ifdef __APPLE__
# include <OpenGL/gl.h>
# else
# include <GL/gl.h>
# endif
#endif
/*************************************************************************/
/*** Data types and enumerants ***/
/*************************************************************************/
typedef enum
{
CG_GL_MATRIX_IDENTITY = 0,
CG_GL_MATRIX_TRANSPOSE = 1,
CG_GL_MATRIX_INVERSE = 2,
CG_GL_MATRIX_INVERSE_TRANSPOSE = 3,
CG_GL_MODELVIEW_MATRIX = 4,
CG_GL_PROJECTION_MATRIX = 5,
CG_GL_TEXTURE_MATRIX = 6,
CG_GL_MODELVIEW_PROJECTION_MATRIX = 7,
CG_GL_VERTEX = 8,
CG_GL_FRAGMENT = 9,
CG_GL_GEOMETRY = 10,
CG_GL_TESSELLATION_CONTROL = 11,
CG_GL_TESSELLATION_EVALUATION = 12
} CGGLenum;
typedef enum
{
CG_GL_GLSL_DEFAULT = 0,
CG_GL_GLSL_100 = 1,
CG_GL_GLSL_110 = 2,
CG_GL_GLSL_120 = 3
} CGGLglslversion;
#ifdef __cplusplus
extern "C"
{
#endif
/*************************************************************************/
/*** Functions ***/
/*************************************************************************/
#ifndef CGGL_EXPLICIT
CGGL_API CGbool CGGLENTRY cgGLIsProfileSupported(CGprofile profile);
CGGL_API void CGGLENTRY cgGLEnableProfile(CGprofile profile);
CGGL_API void CGGLENTRY cgGLDisableProfile(CGprofile profile);
CGGL_API CGprofile CGGLENTRY cgGLGetLatestProfile(CGGLenum profile_type);
CGGL_API void CGGLENTRY cgGLSetOptimalOptions(CGprofile profile);
CGGL_API char const ** CGGLENTRY cgGLGetOptimalOptions(CGprofile profile);
CGGL_API void CGGLENTRY cgGLLoadProgram(CGprogram program);
CGGL_API void CGGLENTRY cgGLUnloadProgram(CGprogram program);
CGGL_API CGbool CGGLENTRY cgGLIsProgramLoaded(CGprogram program);
CGGL_API void CGGLENTRY cgGLBindProgram(CGprogram program);
CGGL_API void CGGLENTRY cgGLUnbindProgram(CGprofile profile);
CGGL_API GLuint CGGLENTRY cgGLGetProgramID(CGprogram program);
CGGL_API void CGGLENTRY cgGLSetParameter1f(CGparameter param, float x);
CGGL_API void CGGLENTRY cgGLSetParameter2f(CGparameter param, float x, float y);
CGGL_API void CGGLENTRY cgGLSetParameter3f(CGparameter param, float x, float y, float z);
CGGL_API void CGGLENTRY cgGLSetParameter4f(CGparameter param, float x, float y, float z, float w);
CGGL_API void CGGLENTRY cgGLSetParameter1fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter2fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter3fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter4fv(CGparameter param, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameter1d(CGparameter param, double x);
CGGL_API void CGGLENTRY cgGLSetParameter2d(CGparameter param, double x, double y);
CGGL_API void CGGLENTRY cgGLSetParameter3d(CGparameter param, double x, double y, double z);
CGGL_API void CGGLENTRY cgGLSetParameter4d(CGparameter param, double x, double y, double z, double w);
CGGL_API void CGGLENTRY cgGLSetParameter1dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameter2dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameter3dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameter4dv(CGparameter param, const double *v);
CGGL_API void CGGLENTRY cgGLGetParameter1f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter2f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter3f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter4f(CGparameter param, float *v);
CGGL_API void CGGLENTRY cgGLGetParameter1d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLGetParameter2d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLGetParameter3d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLGetParameter4d(CGparameter param, double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray1f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray2f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray3f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray4f(CGparameter param, long offset, long nelements, const float *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray1d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray2d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray3d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLSetParameterArray4d(CGparameter param, long offset, long nelements, const double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray1f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray2f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray3f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray4f(CGparameter param, long offset, long nelements, float *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray1d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray2d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray3d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLGetParameterArray4d(CGparameter param, long offset, long nelements, double *v);
CGGL_API void CGGLENTRY cgGLSetParameterPointer(CGparameter param, GLint fsize, GLenum type, GLsizei stride, const GLvoid *pointer);
CGGL_API void CGGLENTRY cgGLEnableClientState(CGparameter param);
CGGL_API void CGGLENTRY cgGLDisableClientState(CGparameter param);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterdr(CGparameter param, const double *matrix);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterfr(CGparameter param, const float *matrix);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterdc(CGparameter param, const double *matrix);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterfc(CGparameter param, const float *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterdr(CGparameter param, double *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterfr(CGparameter param, float *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterdc(CGparameter param, double *matrix);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterfc(CGparameter param, float *matrix);
CGGL_API void CGGLENTRY cgGLSetStateMatrixParameter(CGparameter param, CGGLenum matrix, CGGLenum transform);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, const float *matrices);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, const float *matrices);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydc(CGparameter param, long offset, long nelements, const double *matrices);
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydr(CGparameter param, long offset, long nelements, const double *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, float *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, float *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydc(CGparameter param, long offset, long nelements, double *matrices);
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydr(CGparameter param, long offset, long nelements, double *matrices);
CGGL_API void CGGLENTRY cgGLSetTextureParameter(CGparameter param, GLuint texobj);
CGGL_API GLuint CGGLENTRY cgGLGetTextureParameter(CGparameter param);
CGGL_API void CGGLENTRY cgGLEnableTextureParameter(CGparameter param);
CGGL_API void CGGLENTRY cgGLDisableTextureParameter(CGparameter param);
CGGL_API GLenum CGGLENTRY cgGLGetTextureEnum(CGparameter param);
CGGL_API void CGGLENTRY cgGLSetManageTextureParameters(CGcontext ctx, CGbool flag);
CGGL_API CGbool CGGLENTRY cgGLGetManageTextureParameters(CGcontext ctx);
CGGL_API void CGGLENTRY cgGLSetupSampler(CGparameter param, GLuint texobj);
CGGL_API void CGGLENTRY cgGLRegisterStates(CGcontext ctx);
CGGL_API void CGGLENTRY cgGLEnableProgramProfiles(CGprogram program);
CGGL_API void CGGLENTRY cgGLDisableProgramProfiles(CGprogram program);
CGGL_API void CGGLENTRY cgGLSetDebugMode(CGbool debug);
CGGL_API CGbuffer CGGLENTRY cgGLCreateBuffer(CGcontext context, int size, const void *data, GLenum bufferUsage);
CGGL_API GLuint CGGLENTRY cgGLGetBufferObject(CGbuffer buffer);
CGGL_API CGbuffer CGGLENTRY cgGLCreateBufferFromObject(CGcontext context, GLuint obj, CGbool manageObject);
CGGL_API void CGGLENTRY cgGLSetContextOptimalOptions(CGcontext context, CGprofile profile);
CGGL_API char const ** CGGLENTRY cgGLGetContextOptimalOptions(CGcontext context, CGprofile profile);
CGGL_API void CGGLENTRY cgGLSetContextGLSLVersion(CGcontext context, CGGLglslversion version);
CGGL_API CGGLglslversion CGGLENTRY cgGLGetContextGLSLVersion(CGcontext context);
CGGL_API const char * CGGLENTRY cgGLGetGLSLVersionString(CGGLglslversion version);
CGGL_API CGGLglslversion CGGLENTRY cgGLGetGLSLVersion(const char *version_string);
CGGL_API CGGLglslversion CGGLENTRY cgGLDetectGLSLVersion(void);
#endif
#ifdef __cplusplus
}
#endif
#ifdef CGGL_APIENTRY_DEFINED
# undef CGGL_APIENTRY_DEFINED
# undef APIENTRY
#endif
#ifdef CGGL_WINGDIAPI_DEFINED
# undef CGGL_WINGDIAPI_DEFINED
# undef WINGDIAPI
#endif
#endif

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@ -1,138 +0,0 @@
License For Customer Use of NVIDIA Software
IMPORTANT NOTICE -- READ CAREFULLY: This License For Customer Use of
NVIDIA Software ("LICENSE") is the agreement which governs use of the
software of NVIDIA Corporation and its subsidiaries ("NVIDIA") downloadable
herefrom, including computer software and associated printed materials
("SOFTWARE"). By downloading, installing, copying, or otherwise using the
SOFTWARE, you agree to be bound by the terms of this LICENSE. If you do
not agree to the terms of this LICENSE, do not download the SOFTWARE.
RECITALS
Use of NVIDIA's products requires three elements: the SOFTWARE, the hardware
on a graphics controller board, and a personal computer. The SOFTWARE is
protected by copyright laws and international copyright treaties, as well as
other intellectual property laws and treaties. The SOFTWARE is not sold, and
instead is only licensed for use, strictly in accordance with this document.
The hardware is protected by various patents, and is sold, but this agreement
does not cover that sale, since it may not necessarily be sold as a package
with the SOFTWARE. This agreement sets forth the terms and conditions of the
SOFTWARE LICENSE only.
1. DEFINITIONS
1.1 Customer. Customer means the entity or individual that downloads the
SOFTWARE.
2. GRANT OF LICENSE
2.1 Rights and Limitations of Grant. NVIDIA hereby grants Customer the
following non-exclusive, worldwide, royalty-free, non-transferable right
to use the SOFTWARE, with the following limitations:
2.1.1 Rights. Customer may use, reproduce, distribute, publicly display
and publicly perform the SOFTWARE.
2.1.2 Limitations.
No Reverse Engineering. Customer may not reverse engineer, decompile, or
disassemble the SOFTWARE, nor attempt in any other manner to obtain the
source code.
No Modification. The SOFTWARE may be redistributed providing that distributed
Cg compiler and runtime binaries are unmodified, except for decompression and
compression.
No Rental. Customer may not rent or lease the SOFTWARE to someone else.
No Support. NVIDIA will not be responsible for providing maintenance and
support to Customer or any other end users for the Software distributed by
Customer or others.
3. TERMINATION
This LICENSE will automatically terminate if Customer fails to comply with
any of the terms and conditions hereof. In such event, Customer must destroy
all copies of the SOFTWARE and all of its component parts.
4. COPYRIGHT
All title and copyrights in and to the SOFTWARE (including but not limited to
all images, photographs, animations, video, audio, music, text, and other
information incorporated into the SOFTWARE), the accompanying printed
materials, and any copies of the SOFTWARE, are owned by NVIDIA, or its
suppliers. The SOFTWARE is protected by copyright laws and international
treaty provisions. Accordingly, Customer is required to treat the SOFTWARE
like any other copyrighted material.
Customer agrees that the Software is proprietary information of NVIDIA and
that NVIDIA owns all right, title and interest therein. There are no implied
licenses under this License, and any rights not expressly granted are reserved
by NVIDIA. The Software is not sold, and instead is only licensed for use,
strictly in accordance with this License. All copies of the Software shall
contain NVIDIA's proprietary rights notices as provided therein. Customer
shall not remove or modify any such proprietary rights notices of NVIDIA. This
License will automatically terminate if Customer fails to comply with any of
the terms and conditions hereof. In such event, Customer must cease
reproducing, distributing, or otherwise using the Software and destroy all
copies thereof.
5. APPLICABLE LAW
This agreement shall be deemed to have been made in, and shall be construed
pursuant to, the laws of the State of Delaware. Any suit or controversy
arising hereunder shall be brought in the federal or state courts located in
Santa Clara County, California, and each party submits to the venue and
jurisdiction thereof.
6. DISCLAIMER OF WARRANTIES AND LIMITATION ON LIABILITY
6.1 No Warranties. TO THE MAXIMUM EXTENT PERMITTED BY
APPLICABLE LAW, THE SOFTWARE IS PROVIDED "AS IS" AND NVIDIA
AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT.
6.2 No Liability for Consequential Damages. TO THE MAXIMUM
EXTENT PERMITTED BY APPLICABLE LAW, IN NO EVENT SHALL
NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL,
INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER
(INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF
BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF
THE USE OF OR INABILITY TO USE THE SOFTWARE, EVEN IF NVIDIA
HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THESE
LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF
ESSENTIAL PURPOSE OF ANY LIMITED REMEDY. NVIDIA SHALL HAVE
NO CONTRACTUAL OBLIGATION TO INDEMNIFY CUSTOMER UNDER
THIS LICENSE. CUSTOMER AND/OR END-USERS OF THE SOFTWARE
DISTRIBUTED BY CUSTOMER ASSUME THE ENTIRE COST OF ANY
DAMAGE, LOSS, OR EXPENSE RESULTING FROM THEIR USE OR
EXPLOITATION OF THE SOFTWARE.
7. MISCELLANEOUS
The United Nations Convention on Contracts for the International Sale of
Goods is specifically disclaimed. This agreement is the final, complete
and exclusive agreement between the parties relating to the subject matter
hereof, and supersedes all prior or contemporaneous understandings and
agreements relating to such subject matter, whether oral or written.
Customer agrees that it will not ship, transfer or export the SOFTWARE
into any country, or use the SOFTWARE in any manner, prohibited by the
United States Bureau of Export Administration or any export laws,
restrictions or regulations.
If any provision of this License is held to be invalid or unenforceable
for any reason, the remaining provisions will continue in full force
without being impaired or invalidated in any way.
No term or provisions hereof shall be deemed waived, and no breach excused,
unless such waiver or consent is in writing and signed by the party claimed
to have waived or consented. The waiver by either party of a breach of any
provision of this License will not operate or be interpreted as a waiver of
any other or subsequent breach.
This License may be changed only by mutual agreement in writing of the
authorized representatives of the parties.