cuda-samples/Samples/simpleD3D12/ShaderStructs.h

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/* Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
#pragma once
#include <cuda_runtime.h>
#include "helper_cuda.h"
#include "stdafx.h"
using namespace DirectX;
struct Vertex {
XMFLOAT3 position;
XMFLOAT4 color;
};
#if 0
// Constant buffer used to send MVP matrices to the vertex shader.
struct ModelViewProjectionConstantBuffer
{
XMFLOAT4X4 model;
XMFLOAT4X4 view;
XMFLOAT4X4 projection;
};
#endif
void RunSineWaveKernel(size_t mesh_width, size_t mesh_height,
Vertex *cudaDevVertptr, cudaStream_t streamToRun,
float AnimTime);