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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.



#ifndef USER_RENDER_INDEX_BUFFER_H
#define USER_RENDER_INDEX_BUFFER_H

/*!
\file
\brief class UserRenderIndexBuffer
*/

#include "ApexUsingNamespace.h"

/**
\brief Cuda graphics resource
*/
typedef struct CUgraphicsResource_st* CUgraphicsResource;

namespace nvidia
{
namespace apex
{

PX_PUSH_PACK_DEFAULT

/**
\brief Used for storing index data for rendering.
*/
class UserRenderIndexBuffer
{
public:
	virtual		~UserRenderIndexBuffer() {}

	///Get the low-level handle of the buffer resource (D3D resource pointer or GL buffer object ID)
	///\return true id succeeded, false otherwise
	virtual bool getInteropResourceHandle(CUgraphicsResource& handle)
#if APEX_DEFAULT_NO_INTEROP_IMPLEMENTATION
	{
		PX_UNUSED(&handle);
		return false;
	}
#else
	= 0;
#endif

	//! write some data into the buffer.
	//  the source data type is assumed to be the same as what was defined in the descriptor.
	virtual void writeBuffer(const void* srcData, uint32_t srcStride, uint32_t firstDestElement, uint32_t numElements) = 0;
};

PX_POP_PACK

}
} // namespace nvidia::apex

#endif // USER_RENDER_INDEX_BUFFER_H

Commits for Divide-Dependencies/physx/APEX_1.4/include/UserRenderIndexBuffer.h

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx