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Experimental GPU overclock
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112
app/NvAPIWrapper/Native/Display/Structures/ScanOutIntensityV2.cs
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112
app/NvAPIWrapper/Native/Display/Structures/ScanOutIntensityV2.cs
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using System;
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using System.Runtime.InteropServices;
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using NvAPIWrapper.Native.Attributes;
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using NvAPIWrapper.Native.General.Structures;
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using NvAPIWrapper.Native.Helpers;
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using NvAPIWrapper.Native.Interfaces;
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namespace NvAPIWrapper.Native.Display.Structures
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{
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/// <inheritdoc cref="IScanOutIntensity" />
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[StructLayout(LayoutKind.Sequential, Pack = 8)]
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[StructureVersion(2)]
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public struct ScanOutIntensityV2 : IDisposable, IInitializable, IScanOutIntensity
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{
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internal StructureVersion _Version;
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internal uint _Width;
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internal uint _Height;
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internal IntPtr _BlendingTexture;
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internal IntPtr _OffsetTexture;
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internal uint _OffsetTextureChannels;
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/// <summary>
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/// Creates a new instance of <see cref="ScanOutIntensityV2" />.
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/// </summary>
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/// <param name="width">The width of the input texture.</param>
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/// <param name="height">The height of the input texture</param>
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/// <param name="blendingTexture">The array of floating values building an intensity RGB texture</param>
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/// <param name="offsetTextureChannels">The number of channels per pixel in the offset texture</param>
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/// <param name="offsetTexture">The array of floating values building an offset texture</param>
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// ReSharper disable once TooManyDependencies
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public ScanOutIntensityV2(
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uint width,
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uint height,
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float[] blendingTexture,
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uint offsetTextureChannels,
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float[] offsetTexture)
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{
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if (blendingTexture?.Length != width * height * 3)
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{
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throw new ArgumentOutOfRangeException(nameof(blendingTexture));
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}
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if (offsetTexture?.Length != width * height * offsetTextureChannels)
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{
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throw new ArgumentOutOfRangeException(nameof(offsetTexture));
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}
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this = typeof(ScanOutIntensityV2).Instantiate<ScanOutIntensityV2>();
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_Width = width;
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_Height = height;
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_BlendingTexture = Marshal.AllocHGlobal((int) (width * height * 3 * sizeof(float)));
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Marshal.Copy(blendingTexture, 0, _BlendingTexture, blendingTexture.Length);
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_OffsetTextureChannels = offsetTextureChannels;
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_OffsetTexture = Marshal.AllocHGlobal((int) (width * height * offsetTextureChannels * sizeof(float)));
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Marshal.Copy(offsetTexture, 0, _OffsetTexture, offsetTexture.Length);
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}
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/// <inheritdoc />
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public uint Width
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{
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get => _Width;
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}
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/// <inheritdoc />
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public uint Height
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{
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get => _Height;
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}
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/// <summary>
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/// Gets the number of channels per pixel in the offset texture
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/// </summary>
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public uint OffsetTextureChannels
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{
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get => _OffsetTextureChannels;
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}
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/// <inheritdoc />
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public float[] BlendingTexture
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{
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get
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{
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var floats = new float[_Width * _Height * 3];
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Marshal.Copy(_BlendingTexture, floats, 0, floats.Length);
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return floats;
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}
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}
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/// <summary>
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/// Gets the array of floating values building an offset texture
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/// </summary>
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public float[] OffsetTexture
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{
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get
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{
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var floats = new float[_Width * _Height * _OffsetTextureChannels];
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Marshal.Copy(_OffsetTexture, floats, 0, floats.Length);
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return floats;
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}
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}
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/// <inheritdoc />
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public void Dispose()
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{
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Marshal.FreeHGlobal(_BlendingTexture);
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Marshal.FreeHGlobal(_OffsetTexture);
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}
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}
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}
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