/* * Copyright (c) 2022-2023 NVIDIA CORPORATION. All rights reserved * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #pragma once #include #include "sl_struct.h" #include "sl_consts.h" #include "sl_version.h" #include "sl_result.h" #include "sl_appidentity.h" #include "sl_device_wrappers.h" #include "sl_core_api.h" #include "sl_core_types.h" #define SL_FUN_DECL(name) PFun_##name* name{} //! IMPORTANT: Macros which use `slGetFeatureFunction` can only be used AFTER device is set by calling either slSetD3DDevice or slSetVulkanInfo. #define SL_FEATURE_FUN_IMPORT(feature, func) slGetFeatureFunction(feature, #func, (void*&) ##func) #define SL_FEATURE_FUN_IMPORT_STATIC(feature, func) \ static PFun_##func* s_ ##func{}; \ if(!s_ ##func) { \ sl::Result res = slGetFeatureFunction(feature, #func, (void*&) s_ ##func); \ if(res != sl::Result::eOk) return res; \ } \