Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef SHADERAPI_GLOBAL_H
#define SHADERAPI_GLOBAL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/threadtools.h"
//-----------------------------------------------------------------------------
// Use this to fill in structures with the current board state
//-----------------------------------------------------------------------------
#ifdef _DEBUG
#define DEBUG_BOARD_STATE 0
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IShaderUtil; class CShaderDeviceBase; class CShaderDeviceMgrBase; class CShaderAPIBase; class IShaderShadow;
//-----------------------------------------------------------------------------
// Global interfaces
//-----------------------------------------------------------------------------
extern IShaderUtil* g_pShaderUtil; inline IShaderUtil* ShaderUtil() { return g_pShaderUtil; }
extern CShaderDeviceBase *g_pShaderDevice; extern CShaderDeviceMgrBase *g_pShaderDeviceMgr; extern CShaderAPIBase *g_pShaderAPI; extern IShaderShadow *g_pShaderShadow;
//-----------------------------------------------------------------------------
// Memory debugging
//-----------------------------------------------------------------------------
#define MEM_ALLOC_D3D_CREDIT() MEM_ALLOC_CREDIT_("D3D:" __FILE__)
#define BEGIN_D3D_ALLOCATION() MemAlloc_PushAllocDbgInfo("D3D:" __FILE__, __LINE__)
#define END_D3D_ALLOCATION() MemAlloc_PopAllocDbgInfo()
//-----------------------------------------------------------------------------
// Threading
//-----------------------------------------------------------------------------
extern bool g_bUseShaderMutex;
//#define USE_SHADER_DISALLOW 1
//#define STRICT_MT_SHADERAPI 1
#if defined(_DEBUG)
#if !defined(STRICT_MT_SHADERAPI)
#define UNCONDITIONAL_MT_SHADERAPI 1
#endif
#else
#if !defined(STRICT_MT_SHADERAPI) && !defined(UNCONDITIONAL_MT_SHADERAPI)
#define ST_SHADERAPI 1
#endif
#endif
#if defined(ST_SHADERAPI)
typedef CThreadNullMutex CShaderMutex; #elif defined(STRICT_MT_SHADERAPI)
typedef CThreadConditionalMutex<CThreadTerminalMutex<CThreadFastMutex>, &g_bUseShaderMutex> CShaderMutex; #elif defined(UNCONDITIONAL_MT_SHADERAPI)
typedef CThreadFastMutex CShaderMutex; #else
typedef CThreadConditionalMutex<CThreadFastMutex, &g_bUseShaderMutex> CShaderMutex; #endif
extern CShaderMutex g_ShaderMutex;
extern bool g_bShaderAccessDisallowed;
#ifdef USE_SHADER_DISALLOW
#define TestShaderPermission() do { if ( (!g_bUseShaderMutex || g_ShaderMutex.GetDepth() == 0) && g_bShaderAccessDisallowed ) { ExecuteOnce( DebuggerBreakIfDebugging() ); } } while (0)
#define LOCK_SHADERAPI() TestShaderPermission(); AUTO_LOCK_( CShaderMutex, g_ShaderMutex )
#define LockShaderMutex() TestShaderPermission(); g_ShaderMutex.Lock();
#define UnlockShaderMutex() TestShaderPermission(); g_ShaderMutex.Unlock();
#else
#define TestShaderPermission() ((void)0)
#define LOCK_SHADERAPI() ((void)0)
#define LockShaderMutex() ((void)0)
#define UnlockShaderMutex() ((void)0)
#endif
#endif // SHADERAPI_GLOBAL_H
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