BsD3D11Prerequisites.h 1.6 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
  6. #if BS_DEBUG_MODE
  7. # define D3D_DEBUG_INFO
  8. #endif
  9. #define WIN32_LEAN_AND_MEAN
  10. #if !defined(NOMINMAX) && defined(_MSC_VER)
  11. # define NOMINMAX // Required to stop windows.h messing up std::min
  12. #endif
  13. #include <d3d11.h>
  14. #include <d3d11shader.h>
  15. #include <D3Dcompiler.h>
  16. /** @addtogroup Plugins
  17. * @{
  18. */
  19. /** @defgroup D3D11 BansheeD3D11RenderAPI
  20. * Wrapper around the DirectX 11 render API.
  21. */
  22. /** @} */
  23. namespace bs { namespace ct
  24. {
  25. class D3D11RenderAPI;
  26. class D3D11Driver;
  27. class D3D11DriverList;
  28. class D3D11VideoMode;
  29. class D3D11VideoModeList;
  30. class D3D11GpuProgramManager;
  31. class D3D11HLSLProgramFactory;
  32. class D3D11Device;
  33. class D3D11HardwareBuffer;
  34. class D3D11DepthStencilState;
  35. class D3D11InputLayoutManager;
  36. class D3D11GpuBuffer;
  37. class D3D11RenderUtility;
  38. class D3D11GpuProgram;
  39. class D3D11TextureView;
  40. class D3D11RenderWindow;
  41. class GpuBufferView;
  42. /** DirectX 11 specific types to track resource statistics for. */
  43. enum D3D11RenderStatResourceType
  44. {
  45. RenderStatObject_DepthStencilState = 100,
  46. RenderStatObject_RasterizerState,
  47. RenderStatObject_BlendState,
  48. RenderStatObject_SamplerState,
  49. RenderStatObject_InputLayout,
  50. RenderStatObject_ResourceView,
  51. RenderStatObject_SwapChain
  52. };
  53. typedef Vector<char*> HLSLMicroCode;
  54. }}