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https://github.com/nillerusr/source-engine.git
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106 lines
3.2 KiB
C
106 lines
3.2 KiB
C
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//========= 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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