/***************************************************************************\
|*                                                                           *|
|*        Copyright (c) 1993-2000 NVIDIA, Corp.  All rights reserved.        *|
|*                                                                           *|
|*     NOTICE TO USER:   The source code  is copyrighted under  U.S. and     *|
|*     international laws.   NVIDIA, Corp. of Sunnyvale, California owns     *|
|*     the copyright  and as design patents  pending  on the design  and     *|
|*     interface  of the NV chips.   Users and possessors of this source     *|
|*     code are hereby granted  a nonexclusive,  royalty-free  copyright     *|
|*     and  design  patent license  to use this code  in individual  and     *|
|*     commercial software.                                                  *|
|*                                                                           *|
|*     Any use of this source code must include,  in the user documenta-     *|
|*     tion and  internal comments to the code,  notices to the end user     *|
|*     as follows:                                                           *|
|*                                                                           *|
|*     Copyright (c) 1993-2000  NVIDIA, Corp.    NVIDIA  design  patents     *|
|*     pending in the U.S. and foreign countries.                            *|
|*                                                                           *|
|*     NVIDIA, CORP.  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, CORP. DISCLAIMS     *|
|*     ALL WARRANTIES  WITH REGARD  TO THIS SOURCE CODE,  INCLUDING  ALL     *|
|*     IMPLIED   WARRANTIES  OF  MERCHANTABILITY  AND   FITNESS   FOR  A     *|
|*     PARTICULAR  PURPOSE.   IN NO EVENT SHALL NVIDIA, CORP.  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.                                      *|
|*                                                                           *|
 \***************************************************************************/

/***************************** Functions for MCP1***************************\
*                                                                           *
* Module: CGPDspProgram.cpp                                                 *
*	interface for accessing DSP program information                         *
*                                                                           *
*****************************************************************************
*                                                                           *
* History:                                                                  *
*                                                                           *
\***************************************************************************/

extern "C"
{
#include <nvarm.h>
#include <nv_ugp.h>
#include <AudioHw.h>
};

#include "CDspProgram.h"
#include "CGPDspProgram.h"

// all effects that can be loaded to the GP follow...

// the header files are generated at 
// build time... by the build batch file

// digital wire
static U032 WireDelaySize = 0;
static U032 Wire[] = 
{
#include <Wire.h>
};



VOID
CGPDspProgram::Initialize()
{
    m_uLoaderSize = 0;
    m_pLoader = NULL;

    // assign all the effects here

    // digital wire
    /*
    m_Effect[NV_AUDGP_SET_EFFECT_TYPE_TYPE_GENERICFX].pCode = (VOID_PTR)Wire;
    m_Effect[NV_AUDGP_SET_EFFECT_TYPE_TYPE_GENERICFX].uCodeSize = sizeof(Wire);
    m_Effect[NV_AUDGP_SET_EFFECT_TYPE_TYPE_GENERICFX].uDelaySize = WireDelaySize * sizeof(U032);
    */
}

