/* * * Copyright (c) 2002, 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 CGD3D8_INCLUDED #define CGD3D8_INCLUDED #if WIN32 #pragma once #include "cg.h" #include #include // Set up for either Win32 import/export/lib. #if WIN32 # include #ifdef CGD3D8DLL_EXPORTS #define CGD3D8DLL_API __declspec(dllexport) #elif defined (CG_LIB) #define CGD3D8DLL_API #else #define CGD3D8DLL_API __declspec(dllimport) #endif #else #define CGD3D8DLL_API #endif /*--------------------------------------------------------------------------- // CGerrors that will be fed to cgSetError // Use cgD3D8TranslateCGerror() to translate these errors into strings. ---------------------------------------------------------------------------*/ enum cgD3D8Errors { cgD3D8Failed = 1000, cgD3D8DebugTrace = 1001, }; /*--------------------------------------------------------------------------- // HRESULTs specific to cgD3D8. When the CGerror is set to cgD3D8Failed // cgD3D8GetLastError will return an HRESULT that could be one these. // Use cgD3D8TranslateHRESULT() to translate these errors into strings. ---------------------------------------------------------------------------*/ static const HRESULT CGD3D8ERR_NOTLOADED = MAKE_HRESULT(1, 0x877, 1); static const HRESULT CGD3D8ERR_NODEVICE = MAKE_HRESULT(1, 0x877, 2); static const HRESULT CGD3D8ERR_NOTSAMPLER = MAKE_HRESULT(1, 0x877, 3); static const HRESULT CGD3D8ERR_INVALIDPROFILE = MAKE_HRESULT(1, 0x877, 4); static const HRESULT CGD3D8ERR_NULLVALUE = MAKE_HRESULT(1, 0x877, 5); static const HRESULT CGD3D8ERR_OUTOFRANGE = MAKE_HRESULT(1, 0x877, 6); static const HRESULT CGD3D8ERR_NOTUNIFORM = MAKE_HRESULT(1, 0x877, 7); static const HRESULT CGD3D8ERR_NOTMATRIX = MAKE_HRESULT(1, 0x877, 8); static const HRESULT CGD3D8ERR_INVALIDPARAM = MAKE_HRESULT(1, 0x877, 9); static const HRESULT CGD3D8ERR_INVALIDSAMPLERSTATE = MAKE_HRESULT(1, 0x877, 100); static const HRESULT CGD3D8ERR_INVALIDVEREXDECL = MAKE_HRESULT(1, 0x877, 101); /*--------------------------------------------------------------------------- // Other error return values ---------------------------------------------------------------------------*/ static const DWORD CGD3D8_INVALID_REG = 0xFFFFFFFF; #ifdef __cplusplus extern "C" { #endif /*--------------------------------------------------------------------------- // Minimal Interface ---------------------------------------------------------------------------*/ CGD3D8DLL_API DWORD cgD3D8TypeToSize( CGtype type ); CGD3D8DLL_API DWORD cgD3D8ResourceToInputRegister( CGresource resource ); CGD3D8DLL_API CGbool cgD3D8GetVertexDeclaration( CGprogram prog, DWORD decl[MAX_FVF_DECL_SIZE] ); CGD3D8DLL_API CGbool cgD3D8ValidateVertexDeclaration( CGprogram prog, const DWORD* decl ); /*--------------------------------------------------------------------------- // Expanded Interface ---------------------------------------------------------------------------*/ /* ----- D3D Device Control ----------- */ CGD3D8DLL_API IDirect3DDevice8* cgD3D8GetDevice(); CGD3D8DLL_API HRESULT cgD3D8SetDevice( IDirect3DDevice8* pDevice ); /* ----- Shader Management ----------- */ CGD3D8DLL_API HRESULT cgD3D8LoadProgram( CGprogram prog, CGbool paramShadowing, DWORD assemFlags, DWORD vshaderUsage, const DWORD* vertexDecl ); CGD3D8DLL_API HRESULT cgD3D8UnloadProgram( CGprogram prog ); CGD3D8DLL_API CGbool cgD3D8IsProgramLoaded( CGprogram prog ); CGD3D8DLL_API HRESULT cgD3D8BindProgram( CGprogram prog ); /* ----- Parameter Management ----------- */ CGD3D8DLL_API HRESULT cgD3D8SetUniform( CGparameter param, const void* floats ); CGD3D8DLL_API HRESULT cgD3D8SetUniformArray( CGparameter param, DWORD offset, DWORD numItems, const void* values ); CGD3D8DLL_API HRESULT cgD3D8SetUniformMatrix( CGparameter param, const D3DMATRIX* matrix ); CGD3D8DLL_API HRESULT cgD3D8SetUniformMatrixArray( CGparameter param, DWORD offset, DWORD numItems, const D3DMATRIX* matrices ); CGD3D8DLL_API HRESULT cgD3D8SetTexture( CGparameter param, IDirect3DBaseTexture8* tex ); CGD3D8DLL_API HRESULT cgD3D8SetTextureStageState( CGparameter param, D3DTEXTURESTAGESTATETYPE type, DWORD value ); CGD3D8DLL_API HRESULT cgD3D8SetTextureWrapMode( CGparameter param, DWORD value ); /* ----- Parameter Management (Shadowing) ----------- */ CGD3D8DLL_API HRESULT cgD3D8EnableParameterShadowing( CGprogram prog, CGbool enable ); CGD3D8DLL_API CGbool cgD3D8IsParameterShadowingEnabled( CGprogram prog ); /* --------- Profile Options ----------------- */ CGD3D8DLL_API CGprofile cgD3D8GetLatestVertexProfile(); CGD3D8DLL_API CGprofile cgD3D8GetLatestPixelProfile(); CGD3D8DLL_API char const* cgD3D8GetOptimalOptions( CGprofile profile ); /* --------- Error reporting ----------------- */ CGD3D8DLL_API HRESULT cgD3D8GetLastError(); CGD3D8DLL_API const char* cgD3D8TranslateCGerror( CGerror error ); CGD3D8DLL_API const char* cgD3D8TranslateHRESULT( HRESULT hr ); CGD3D8DLL_API void cgD3D8EnableDebugTracing( CGbool enable ); #ifdef __cplusplus }; #endif #endif // WIN32 #endif