APEX Framework: nvidia::apex::UserRenderSurfaceBuffer Class Reference

NVIDIA APEX

nvidia::apex::UserRenderSurfaceBuffer Class Reference

Used for storing per-vertex data for rendering. More...

#include <UserRenderSurfaceBuffer.h>

List of all members.

Public Member Functions

virtual void writeBuffer (const void *srcData, uint32_t srcPitch, uint32_t srcHeight, uint32_t dstX, uint32_t dstY, uint32_t dstZ, uint32_t width, uint32_t height, uint32_t depth)=0
 Called when APEX wants to update the contents of the surface buffer.
virtual bool getInteropResourceHandle (CUgraphicsResource &handle)

Detailed Description

Used for storing per-vertex data for rendering.


Member Function Documentation

virtual bool nvidia::apex::UserRenderSurfaceBuffer::getInteropResourceHandle ( CUgraphicsResource handle) [inline, virtual]

Get the low-level handle of the buffer resource

Returns:
true if succeeded, false otherwise
virtual void nvidia::apex::UserRenderSurfaceBuffer::writeBuffer ( const void *  srcData,
uint32_t  srcPitch,
uint32_t  srcHeight,
uint32_t  dstX,
uint32_t  dstY,
uint32_t  dstZ,
uint32_t  width,
uint32_t  height,
uint32_t  depth 
) [pure virtual]

Called when APEX wants to update the contents of the surface buffer.

The source data type is assumed to be the same as what was defined in the descriptor.

Parameters:
[in]srcDatacontains the source data for the surface buffer.
[in]srcPitchsource data pitch (in bytes).
[in]srcHeightsource data height.
[in]dstXfirst element to start writing in X-dimension.
[in]dstYfirst element to start writing in Y-dimension.
[in]dstZfirst element to start writing in Z-dimension.
[in]widthnumber of elements in X-dimension.
[in]heightnumber of elements in Y-dimension.
[in]depthnumber of elements in Z-dimension.

The documentation for this class was generated from the following file:

Generated on Fri Dec 15 2017 13:58:41

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