2021-08-03 14:14:42 +00:00

128 lines
5.7 KiB
C

/*
*
* 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