OgreD3D11Prerequisites.h
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    00001 /*
    00002 -----------------------------------------------------------------------------
    00003 This source file is part of OGRE
    00004 (Object-oriented Graphics Rendering Engine)
    00005 For the latest info, see http://www.ogre3d.org/
    00006
    00007 Copyright (c) 2000-2012 Torus Knot Software Ltd
    00008
    00009 Permission is hereby granted, free of charge, to any person obtaining a copy
    00010 of this software and associated documentation files (the "Software"), to deal
    00011 in the Software without restriction, including without limitation the rights
    00012 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    00013 copies of the Software, and to permit persons to whom the Software is
    00014 furnished to do so, subject to the following conditions:
    00015
    00016 The above copyright notice and this permission notice shall be included in
    00017 all copies or substantial portions of the Software.
    00018
    00019 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    00020 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    00021 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    00022 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    00023 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    00024 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    00025 THE SOFTWARE.
    00026 -----------------------------------------------------------------------------
    00027 */
    00028 #ifndef __D3D11PREREQUISITES_H__
    00029 #define __D3D11PREREQUISITES_H__
    00030
    00031 #include "OgrePrerequisites.h"
    00032 #include "WIN32/OgreMinGWSupport.h" // extra defines for MinGW to deal with DX SDK
    00033
    00034 #if OGRE_THREAD_SUPPORT
    00035 #define OGRE_LOCK_RECURSIVE_MUTEX(name)   name.lock();
    00036 #define OGRE_UNLOCK_RECURSIVE_MUTEX(name) name.unlock();
    00037 #else
    00038 #define OGRE_LOCK_RECURSIVE_MUTEX(name)
    00039 #define OGRE_UNLOCK_RECURSIVE_MUTEX(name)
    00040 #endif
    00041
    00042
    00043 #if OGRE_THREAD_SUPPORT == 1
    00044 #define D3D11_DEVICE_ACCESS_LOCK                OGRE_LOCK_RECURSIVE_MUTEX(msDeviceAccessMutex);
    00045 #define D3D11_DEVICE_ACCESS_UNLOCK          OGRE_UNLOCK_RECURSIVE_MUTEX(msDeviceAccessMutex);
    00046 #define D3D11_DEVICE_ACCESS_CRITICAL_SECTION    OGRE_LOCK_MUTEX(msDeviceAccessMutex)
    00047 #else
    00048 #define D3D11_DEVICE_ACCESS_LOCK
    00049 #define D3D11_DEVICE_ACCESS_UNLOCK
    00050 #define D3D11_DEVICE_ACCESS_CRITICAL_SECTION
    00051 #endif
    00052
    00053 // Define versions for if DirectX is in use (Win32 only)
    00054 #define DIRECT3D_VERSION 0x1100
    00055
    00056 // some D3D commonly used macros
    00057 #define SAFE_DELETE(p)       { if(p) { delete (p);     (p)=NULL; } }
    00058 #define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p);   (p)=NULL; } }
    00059 #define SAFE_RELEASE(p)      { if(p) { (p)->Release(); (p)=NULL; } }
    00060
    00061
    00062 #undef NOMINMAX
    00063 #define NOMINMAX // required to stop windows.h screwing up std::min definition
    00064 #include <d3d11.h>
    00065 #include <d3dx11.h>
    00066 #include <d3d11shader.h>
    00067 #include <D3Dcompiler.h>
    00068
    00069
    00070 namespace Ogre
    00071 {
    00072     // Predefine classes
    00073     class D3D11RenderSystem;
    00074     class D3D11RenderWindow;
    00075     class D3D11Texture;
    00076     class D3D11TextureManager;
    00077     class D3D11DepthBuffer;
    00078     class D3D11Driver;
    00079     class D3D11DriverList;
    00080     class D3D11VideoMode;
    00081     class D3D11VideoModeList;
    00082     class D3D11GpuProgram;
    00083     class D3D11GpuProgramManager;
    00084     class D3D11HardwareBufferManager;
    00085     class D3D11HardwareIndexBuffer;
    00086     class D3D11HLSLProgramFactory;
    00087     class D3D11HLSLProgram;
    00088     class D3D11VertexDeclaration;
    00089     class D3D11Device;
    00090     class D3D11HardwareBuffer;
    00091     class D3D11HardwarePixelBuffer;
    00092
    00093     // Should we ask D3D to manage vertex/index buffers automatically?
    00094     // Doing so avoids lost devices, but also has a performance impact
    00095     // which is unacceptably bad when using very large buffers
    00096 #define OGRE_D3D_MANAGE_BUFFERS 1
    00097
    00098     //-------------------------------------------
    00099     // Windows setttings
    00100     //-------------------------------------------
    00101 #if (OGRE_PLATFORM == OGRE_PLATFORM_WIN32) && !defined(OGRE_STATIC_LIB)
    00102 #   ifdef OGRED3DENGINEDLL_EXPORTS
    00103 #       define _OgreD3D11Export __declspec(dllexport)
    00104 #   else
    00105 #       if defined( __MINGW32__ )
    00106 #           define _OgreD3D11Export
    00107 #       else
    00108 #           define _OgreD3D11Export __declspec(dllimport)
    00109 #       endif
    00110 #   endif
    00111 #else
    00112 #   define _OgreD3D11Export
    00113 #endif  // OGRE_WIN32
    00114 }
    00115 #endif

Copyright © 2012 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Sun Sep 2 2012 07:27:21