/*
 * Copyright 1993-2009 NVIDIA Corporation.  All rights reserved.
 *
 * NOTICE TO USER:
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 * in individual and commercial software.
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 * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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 * OR PERFORMANCE OF THIS SOURCE CODE.
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 * U.S. Government End Users.   This source code is a "commercial item" as
 * that term is defined at  48 C.F.R. 2.101 (OCT 1995), consisting  of
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 * documentation" as such terms are  used in 48 C.F.R. 12.212 (SEPT 1995)
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 * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through
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 * source code with only those rights set forth herein.
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 * Any use of this source code in individual and commercial software must
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 * the above Disclaimer and U.S. Government End Users Notice.
 */

#pragma once

#ifndef _RENDERCHECK_D3D10_H_
#define _RENDERCHECK_D3D10_H_

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <d3d10.h>
#include <d3dx10.h>

class CheckRenderD3D10
{
public:

	CheckRenderD3D10() {}

	static HRESULT ActiveRenderTargetToPPM(ID3D10Device  *pDevice, const char *zFileName);
	static HRESULT ResourceToPPM(ID3D10Device*pDevice, ID3D10Resource *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