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/************************************************************************************************************************************\
|* *|
|* Copyright � 2012 NVIDIA Corporation. All rights reserved. *|
|* *|
|* NOTICE TO USER: *|
|* *|
|* This software is subject to NVIDIA ownership rights under U.S. and international Copyright laws. *|
|* *|
|* This software and the information contained herein are PROPRIETARY and CONFIDENTIAL to NVIDIA *|
|* and are being provided solely under the terms and conditions of an NVIDIA software license agreement. *|
|* Otherwise, you have no rights to use or access this software in any manner. *|
|* *|
|* If not covered by the applicable NVIDIA software license agreement: *|
|* NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOFTWARE FOR ANY PURPOSE. *|
|* IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY OF ANY KIND. *|
|* NVIDIA DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, *|
|* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE. *|
|* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, *|
|* OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, *|
|* NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOURCE CODE. *|
|* *|
|* U.S. Government End Users. *|
|* This software is a "commercial item" as that term is defined at 48 C.F.R. 2.101 (OCT 1995), *|
|* consisting of "commercial computer software" and "commercial computer software documentation" *|
|* as such terms are used in 48 C.F.R. 12.212 (SEPT 1995) and is provided to the U.S. Government only as a commercial end item. *|
|* Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through 227.7202-4 (JUNE 1995), *|
|* all U.S. Government End Users acquire the software with only those rights set forth herein. *|
|* *|
|* Any use of this software in individual and commercial software must include, *|
|* in the user documentation and internal comments to the code, *|
|* the above Disclaimer (as applicable) and U.S. Government End Users Notice. *|
|* *|
\************************************************************************************************************************************/
#pragma once
#include"nvapi_lite_salstart.h"
#include"nvapi_lite_common.h"
#pragma pack(push,8)
#ifdef __cplusplus
extern "C" {
#endif
//-----------------------------------------------------------------------------
// DirectX APIs
//-----------------------------------------------------------------------------
//! \ingroup dx
//! Used in NvAPI_D3D10_GetCurrentSLIState(), and NvAPI_D3D_GetCurrentSLIState().
typedef struct
{
NvU32 version; //!< Structure version
NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups
NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system
NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered
NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present)
NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet)
NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group
} NV_GET_CURRENT_SLI_STATE_V1;
typedef struct
{
NvU32 version; //!< Structure version
NvU32 maxNumAFRGroups; //!< [OUT] The maximum possible value of numAFRGroups
NvU32 numAFRGroups; //!< [OUT] The number of AFR groups enabled in the system
NvU32 currentAFRIndex; //!< [OUT] The AFR group index for the frame currently being rendered
NvU32 nextFrameAFRIndex; //!< [OUT] What the AFR group index will be for the next frame (i.e. after calling Present)
NvU32 previousFrameAFRIndex; //!< [OUT] The AFR group index that was used for the previous frame (~0 if more than one frame has not been rendered yet)
NvU32 bIsCurAFRGroupNew; //!< [OUT] Boolean: Is this frame the first time running on the current AFR group
NvU32 numVRSLIGpus; //!< [OUT] The number of GPUs used in VR-SLI. If it is 0 VR-SLI is not active
} NV_GET_CURRENT_SLI_STATE_V2;
//! \ingroup dx
#define NV_GET_CURRENT_SLI_STATE_VER1 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V1,1)
#define NV_GET_CURRENT_SLI_STATE_VER2 MAKE_NVAPI_VERSION(NV_GET_CURRENT_SLI_STATE_V2,1)
#define NV_GET_CURRENT_SLI_STATE_VER NV_GET_CURRENT_SLI_STATE_VER2
#define NV_GET_CURRENT_SLI_STATE NV_GET_CURRENT_SLI_STATE_V2
#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
///////////////////////////////////////////////////////////////////////////////
//
// FUNCTION NAME: NvAPI_D3D_GetCurrentSLIState
//
//! DESCRIPTION: This function returns the current SLI state for the specified device. The structure
//! contains the number of AFR groups, the current AFR group index,
//! and what the AFR group index will be for the next frame. \p
//! pDevice can be either a IDirect3DDevice9 or ID3D10Device pointer.
//!
//! SUPPORTED OS: Windows XP and higher
//!
//!
//! \since Release: 173
//!
//! \retval NVAPI_OK Completed request
//! \retval NVAPI_ERROR Error occurred
//!
//! \ingroup dx
///////////////////////////////////////////////////////////////////////////////
NVAPI_INTERFACE NvAPI_D3D_GetCurrentSLIState(IUnknown *pDevice, NV_GET_CURRENT_SLI_STATE *pSliState);
#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
///////////////////////////////////////////////////////////////////////////////
//
// FUNCTION NAME: NvAPI_D3D_SetResourceHint
//
//! \fn NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj,
//! NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory,
//! NvU32 dwHintName,
//! NvU32 *pdwHintValue)
//!
//! DESCRIPTION: This is a general purpose function for passing down various resource
//! related hints to the driver. Hints are divided into categories
//! and types within each category.
//!
//! SUPPORTED OS: Windows XP and higher
//!
//!
//! \since Release: 185
//!
//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource
//! \param [in] obj Previously obtained HV resource handle
//! \param [in] dwHintCategory Category of the hints
//! \param [in] dwHintName A hint within this category
//! \param [in] *pdwHintValue Pointer to location containing hint value
//!
//! \return an int which could be an NvAPI status or DX HRESULT code
//!
//! \retval ::NVAPI_OK
//! \retval ::NVAPI_INVALID_ARGUMENT
//! \retval ::NVAPI_INVALID_CALL It is illegal to change a hint dynamically when the resource is already bound.
//
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//! \ingroup dx
//! Valid categories for NvAPI_D3D_SetResourceHint()
typedef enum _NVAPI_D3D_SETRESOURCEHINT_CATEGORY
{
NVAPI_D3D_SRH_CATEGORY_SLI = 1
} NVAPI_D3D_SETRESOURCEHINT_CATEGORY;
//
// NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC:
// NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USING:
//! \ingroup dx
//! Types of SLI hints; \n
//! NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC: Valid values : 0 or 1 \n
//! Default value: 0 \n
//! Explanation: If the value is 1, the driver will not track any rendering operations that would mark this resource as dirty,
//! avoiding any form of synchronization across frames rendered in parallel in multiple GPUs in AFR mode.
//!
//! NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE: Valid values : 0 or 1 \n
//! Default value: 0 \n
//! Explanation: If the value is 1, the driver will try to perform operations which involved target resource in broadcast,
//! where its possible. Hint is static and must be set before resource starts using.
typedef enum _NVAPI_D3D_SETRESOURCEHINT_SLI
{
NVAPI_D3D_SRH_SLI_APP_CONTROLLED_INTERFRAME_CONTENT_SYNC = 1,
NVAPI_D3D_SRH_SLI_ASK_FOR_BROADCAST_USAGE = 2
} NVAPI_D3D_SETRESOURCEHINT_SLI;
//! \ingroup dx
NVAPI_INTERFACE NvAPI_D3D_SetResourceHint(IUnknown *pDev, NVDX_ObjectHandle obj,
NVAPI_D3D_SETRESOURCEHINT_CATEGORY dwHintCategory,
NvU32 dwHintName,
NvU32 *pdwHintValue);
#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
///////////////////////////////////////////////////////////////////////////////
//
// FUNCTION NAME: NvAPI_D3D_BeginResourceRendering
//
//! \fn NvAPI_D3D_BeginResourceRendering(IUnknown *pDev, NVDX_ObjectHandle obj, NvU32 Flags)
//! DESCRIPTION: This function tells the driver that the resource will begin to receive updates. It must be used in combination with NvAPI_D3D_EndResourceRendering().
//! The primary use of this function is allow the driver to initiate early inter-frame synchronization of resources while running in AFR SLI mode.
//!
//! SUPPORTED OS: Windows XP and higher
//!
//!
//! \since Release: 185
//!
//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 that is a using the resource
//! \param [in] obj Previously obtained HV resource handle
//! \param [in] Flags The flags for functionality applied to resource while being used.
//!
//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources.
//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values
//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls
//
///////////////////////////////////////////////////////////////////////////////
//! \ingroup dx
//! Used in NvAPI_D3D_BeginResourceRendering().
typedef enum _NVAPI_D3D_RESOURCERENDERING_FLAG
{
NVAPI_D3D_RR_FLAG_DEFAULTS = 0x00000000, //!< All bits set to 0 are defaults.
NVAPI_D3D_RR_FLAG_FORCE_DISCARD_CONTENT = 0x00000001, //!< (bit 0) The flag forces to discard previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint
NVAPI_D3D_RR_FLAG_FORCE_KEEP_CONTENT = 0x00000002, //!< (bit 1) The flag forces to respect previous content of the resource regardless of the NvApiHints_Sli_Disable_InterframeSync hint
NVAPI_D3D_RR_FLAG_MULTI_FRAME = 0x00000004 //!< (bit 2) The flag hints the driver that content will be used for many frames. If not specified then the driver assumes that content is used only on the next frame
} NVAPI_D3D_RESOURCERENDERING_FLAG;
//! \ingroup dx
NVAPI_INTERFACE NvAPI_D3D_BeginResourceRendering(IUnknown *pDev, NVDX_ObjectHandle obj, NvU32 Flags);
#endif //defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
#if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
///////////////////////////////////////////////////////////////////////////////
//
// FUNCTION NAME: NvAPI_D3D_EndResourceRendering
//
//! DESCRIPTION: This function tells the driver that the resource is done receiving updates. It must be used in combination with
//! NvAPI_D3D_BeginResourceRendering().
//! The primary use of this function is allow the driver to initiate early inter-frame syncs of resources while running in AFR SLI mode.
//!
//! SUPPORTED OS: Windows XP and higher
//!
//!
//! \since Release: 185
//!
//! \param [in] pDev The ID3D10Device or IDirect3DDevice9 thatis a using the resource
//! \param [in] obj Previously obtained HV resource handle
//! \param [in] Flags Reserved, must be zero
//
//! \retval ::NVAPI_OK Function succeeded, if used properly and driver can initiate proper sync'ing of the resources.
//! \retval ::NVAPI_INVALID_ARGUMENT Bad argument(s) or invalid flag values
//! \retval ::NVAPI_INVALID_CALL Mismatched begin/end calls
//!
//! \ingroup dx
///////////////////////////////////////////////////////////////////////////////
NVAPI_INTERFACE NvAPI_D3D_EndResourceRendering(IUnknown *pDev, NVDX_ObjectHandle obj, NvU32 Flags);
#endif //if defined(_D3D9_H_) || defined(__d3d10_h__) || defined(__d3d11_h__)
#include"nvapi_lite_salend.h"
#ifdef __cplusplus
}
#endif
#pragma pack(pop)
|