/*
 * Copyright 1993-2008 NVIDIA Corporation.  All rights reserved.
 *
 * NOTICE TO USER:   
 *
 * This source code is subject to NVIDIA ownership rights under U.S. and 
 * international Copyright laws.  Users and possessors of this source code 
 * are hereby granted a nonexclusive, royalty-free license to use this code 
 * in individual and commercial software.
 *
 * NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE 
 * CODE FOR ANY PURPOSE.  IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR 
 * IMPLIED WARRANTY OF ANY KIND.  NVIDIA DISCLAIMS ALL WARRANTIES WITH 
 * REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF 
 * MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.
 * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, 
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS 
 * OF USE, DATA OR PROFITS,  WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE 
 * OR OTHER TORTIOUS ACTION,  ARISING OUT OF OR IN CONNECTION WITH THE USE 
 * OR PERFORMANCE OF THIS SOURCE CODE.  
 *
 * 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 
 * "commercial computer  software"  and "commercial computer software 
 * documentation" as such terms are  used in 48 C.F.R. 12.212 (SEPT 1995) 
 * and is provided to the U.S. Government only as a commercial end item.  
 * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through 
 * 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the 
 * source code with only those rights set forth herein. 
 *
 * Any use of this source code in individual and commercial software must 
 * include, in the user documentation and internal comments to the code,
 * the above Disclaimer and U.S. Government End Users Notice.
 */

#if !defined(__CUDA_TEXTURE_TYPES_H__)
#define __CUDA_TEXTURE_TYPES_H__

#if defined(__cplusplus) && defined(__CUDACC__)

/*******************************************************************************
*                                                                              *
*                                                                              *
*                                                                              *
*******************************************************************************/

#include "channel_descriptor_dynlink.h"
#include "driver_types.h"
#include "host_defines.h"
#include "texture_types.h"

/*******************************************************************************
*                                                                              *
*                                                                              *
*                                                                              *
*******************************************************************************/

/*TEXTURE_TYPE*/
template<class T, int dim = 1, enum cudaTextureReadMode = cudaReadModeElementType>
struct texture : public textureReference
{
  __host__ texture(int                         norm  = 0,
                   enum cudaTextureFilterMode  fMode = cudaFilterModePoint,
                   enum cudaTextureAddressMode aMode = cudaAddressModeClamp)
  {
    normalized     = norm;
    filterMode     = fMode;
    addressMode[0] = aMode;
    addressMode[1] = aMode;
    addressMode[2] = aMode;
    channelDesc    = cudaCreateChannelDesc<T>();
  }

  __host__ texture(int                          norm,
                   enum cudaTextureFilterMode   fMode,
                   enum cudaTextureAddressMode  aMode,
                   struct cudaChannelFormatDesc desc)
  {
    normalized     = norm;
    filterMode     = fMode;
    addressMode[0] = aMode;
    addressMode[1] = aMode;
    addressMode[2] = aMode;
    channelDesc    = desc;
  }
};

#endif /* __cplusplus && __CUDACC__ */

#endif /* !__CUDA_TEXTURE_TYPES_H__ */
