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105 lines
3.2 KiB
105 lines
3.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#ifndef SHADERAPI_GLOBAL_H |
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#define SHADERAPI_GLOBAL_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "tier0/threadtools.h" |
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//----------------------------------------------------------------------------- |
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// Use this to fill in structures with the current board state |
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//----------------------------------------------------------------------------- |
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#ifdef _DEBUG |
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#define DEBUG_BOARD_STATE 0 |
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#endif |
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//----------------------------------------------------------------------------- |
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// Forward declarations |
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//----------------------------------------------------------------------------- |
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class IShaderUtil; |
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class CShaderDeviceBase; |
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class CShaderDeviceMgrBase; |
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class CShaderAPIBase; |
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class IShaderShadow; |
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//----------------------------------------------------------------------------- |
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// Global interfaces |
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//----------------------------------------------------------------------------- |
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extern IShaderUtil* g_pShaderUtil; |
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inline IShaderUtil* ShaderUtil() |
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{ |
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return g_pShaderUtil; |
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} |
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extern CShaderDeviceBase *g_pShaderDevice; |
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extern CShaderDeviceMgrBase *g_pShaderDeviceMgr; |
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extern CShaderAPIBase *g_pShaderAPI; |
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extern IShaderShadow *g_pShaderShadow; |
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//----------------------------------------------------------------------------- |
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// Memory debugging |
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//----------------------------------------------------------------------------- |
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#define MEM_ALLOC_D3D_CREDIT() MEM_ALLOC_CREDIT_("D3D:" __FILE__) |
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#define BEGIN_D3D_ALLOCATION() MemAlloc_PushAllocDbgInfo("D3D:" __FILE__, __LINE__) |
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#define END_D3D_ALLOCATION() MemAlloc_PopAllocDbgInfo() |
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//----------------------------------------------------------------------------- |
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// Threading |
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//----------------------------------------------------------------------------- |
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extern bool g_bUseShaderMutex; |
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//#define USE_SHADER_DISALLOW 1 |
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//#define STRICT_MT_SHADERAPI 1 |
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#if defined(_DEBUG) |
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#if !defined(STRICT_MT_SHADERAPI) |
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#define UNCONDITIONAL_MT_SHADERAPI 1 |
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#endif |
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#else |
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#if !defined(STRICT_MT_SHADERAPI) && !defined(UNCONDITIONAL_MT_SHADERAPI) |
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#define ST_SHADERAPI 1 |
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#endif |
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#endif |
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#if defined(ST_SHADERAPI) |
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typedef CThreadNullMutex CShaderMutex; |
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#elif defined(STRICT_MT_SHADERAPI) |
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typedef CThreadConditionalMutex<CThreadTerminalMutex<CThreadFastMutex>, &g_bUseShaderMutex> CShaderMutex; |
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#elif defined(UNCONDITIONAL_MT_SHADERAPI) |
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typedef CThreadFastMutex CShaderMutex; |
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#else |
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typedef CThreadConditionalMutex<CThreadFastMutex, &g_bUseShaderMutex> CShaderMutex; |
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#endif |
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extern CShaderMutex g_ShaderMutex; |
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extern bool g_bShaderAccessDisallowed; |
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#ifdef USE_SHADER_DISALLOW |
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#define TestShaderPermission() do { if ( (!g_bUseShaderMutex || g_ShaderMutex.GetDepth() == 0) && g_bShaderAccessDisallowed ) { ExecuteOnce( DebuggerBreakIfDebugging() ); } } while (0) |
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#define LOCK_SHADERAPI() TestShaderPermission(); AUTO_LOCK_( CShaderMutex, g_ShaderMutex ) |
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#define LockShaderMutex() TestShaderPermission(); g_ShaderMutex.Lock(); |
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#define UnlockShaderMutex() TestShaderPermission(); g_ShaderMutex.Unlock(); |
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#else |
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#define TestShaderPermission() ((void)0) |
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#define LOCK_SHADERAPI() ((void)0) |
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#define LockShaderMutex() ((void)0) |
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#define UnlockShaderMutex() ((void)0) |
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#endif |
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#endif // SHADERAPI_GLOBAL_H
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