cuda-samples/Common/rendercheck_d3d11.h
2022-01-13 11:35:24 +05:30

52 lines
2.1 KiB
C++

/* Copyright (c) 2022, 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
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* 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
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*
* 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
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#pragma once
#ifndef _RENDERCHECK_D3D11_H_
#define _RENDERCHECK_D3D11_H_
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <d3d11.h>
class CheckRenderD3D11
{
public:
CheckRenderD3D11() {}
static HRESULT ActiveRenderTargetToPPM(ID3D11Device *pDevice, const char *zFileName);
static HRESULT ResourceToPPM(ID3D11Device *pDevice, ID3D11Resource *pResource, const char *zFileName);
static bool PPMvsPPM(const char *src_file, const char *ref_file, const char *exec_path,
const float epsilon, const float threshold = 0.0f);
};
#endif