/* * * 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 #include #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