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// d3d11-scopeNVAPI.cpp
#include "d3d11-scopeNVAPI.h"
#include "d3d11-device.h"
namespace gfx
{
using namespace Slang;
namespace d3d11
{
SlangResult ScopeNVAPI::init(DeviceImpl* device, Index regIndex)
{
if (!device->m_nvapi)
{
// There is nothing to set as nvapi is not set
return SLANG_OK;
}
#ifdef GFX_NVAPI
NvAPI_Status nvapiStatus = NvAPI_D3D11_SetNvShaderExtnSlot(renderer->m_device, NvU32(regIndex));
if (nvapiStatus != NVAPI_OK)
{
return SLANG_FAIL;
}
#endif
// Record the renderer so it can be freed
m_renderer = device;
return SLANG_OK;
}
ScopeNVAPI::~ScopeNVAPI()
{
// If the m_renderer is not set, it must not have been set up
if (m_renderer)
{
#ifdef GFX_NVAPI
// Disable the slot used
NvAPI_Status nvapiStatus = NvAPI_D3D11_SetNvShaderExtnSlot(m_renderer->m_device, ~0);
SLANG_ASSERT(nvapiStatus == NVAPI_OK);
#endif
}
}
} // namespace d3d11
} // namespace gfx
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