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ef68bbd44e
- NVAPI raytracing validation - Aftermath markers for GPU crash investigations - 3D textures, indirect dispatch, more copy and clear ops
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
/*
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===========================================================================
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Copyright (C) 2022-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// Rendering Hardware Interface - public interface
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#pragma once
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#include <stdint.h>
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namespace RHI
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{
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typedef uint32_t Handle;
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#define RHI_HANDLE_TYPE(TypeName) struct TypeName { Handle v; }; \
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inline bool operator==(TypeName a, TypeName b) { return a.v == b.v; } \
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inline bool operator!=(TypeName a, TypeName b) { return a.v != b.v; }
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RHI_HANDLE_TYPE(HBuffer);
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RHI_HANDLE_TYPE(HRootSignature);
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RHI_HANDLE_TYPE(HDescriptorTable);
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RHI_HANDLE_TYPE(HPipeline);
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RHI_HANDLE_TYPE(HTexture);
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RHI_HANDLE_TYPE(HSampler);
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RHI_HANDLE_TYPE(HShader);
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#undef RHI_HANDLE_TYPE
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struct MappedTexture
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{
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uint8_t* mappedData;
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uint32_t rowCount;
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uint32_t columnCount;
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uint32_t sliceCount;
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uint32_t srcRowByteCount;
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uint32_t dstRowByteCount;
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};
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void PrintGPUList();
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}
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