1. Tobias Bohnen
  2. CgNet

Source

CgNet / CgNet / Header / cgD3D10.h

/*
 *
 * Copyright (c) 2002-2012, NVIDIA Corporation.
 *
 *
 *
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 * not use, install, modify or redistribute this NVIDIA software.
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#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