BsCorePrerequisites.h 12 KB

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  1. #pragma once
  2. #include "BsPrerequisitesUtil.h"
  3. #define BS_MAX_MULTIPLE_RENDER_TARGETS 8
  4. #define BS_FORCE_SINGLETHREADED_RENDERING 0
  5. // Windows Settings
  6. #if BS_PLATFORM == BS_PLATFORM_WIN32
  7. // If we're not including this from a client build, specify that the stuff
  8. // should get exported. Otherwise, import it.
  9. # if defined(BS_STATIC_LIB)
  10. // Linux compilers don't have symbol import/export directives.
  11. # define BS_CORE_EXPORT
  12. # else
  13. # if defined(BS_CORE_EXPORTS)
  14. # define BS_CORE_EXPORT __declspec( dllexport )
  15. # else
  16. # if defined( __MINGW32__ )
  17. # define BS_CORE_EXPORT
  18. # else
  19. # define BS_CORE_EXPORT __declspec( dllimport )
  20. # endif
  21. # endif
  22. # endif
  23. // Win32 compilers use _DEBUG for specifying debug builds.
  24. // for MinGW, we set DEBUG
  25. # if defined(_DEBUG) || defined(DEBUG)
  26. # define BS_DEBUG_MODE 1
  27. # else
  28. # define BS_DEBUG_MODE 0
  29. # endif
  30. #endif
  31. // Linux/Apple Settings
  32. #if BS_PLATFORM == BS_PLATFORM_LINUX || BS_PLATFORM == BS_PLATFORM_APPLE
  33. // Enable GCC symbol visibility
  34. # if defined( BS_GCC_VISIBILITY )
  35. # define BS_CORE_EXPORT __attribute__ ((visibility("default")))
  36. # define BS_HIDDEN __attribute__ ((visibility("hidden")))
  37. # else
  38. # define BS_CORE_EXPORT
  39. # define BS_HIDDEN
  40. # endif
  41. // A quick define to overcome different names for the same function
  42. # define stricmp strcasecmp
  43. # ifdef DEBUG
  44. # define BS_DEBUG_MODE 1
  45. # else
  46. # define BS_DEBUG_MODE 0
  47. # endif
  48. #endif
  49. namespace BansheeEngine
  50. {
  51. class Color;
  52. class GpuProgram;
  53. class GpuProgramManager;
  54. class IndexBuffer;
  55. class OcclusionQuery;
  56. class VertexBuffer;
  57. class PixelBuffer;
  58. class GpuBuffer;
  59. class HighLevelGpuProgram;
  60. class GpuProgramManager;
  61. class GpuProgramFactory;
  62. class IndexData;
  63. class Pass;
  64. class Technique;
  65. class Shader;
  66. class Material;
  67. class RenderSystem;
  68. class RenderSystemCapabilities;
  69. class RenderTarget;
  70. class RenderTexture;
  71. class MultiRenderTexture;
  72. class RenderWindow;
  73. class RenderWindowCore;
  74. class RenderTargetProperties;
  75. struct RenderOpMesh;
  76. class StringInterface;
  77. class SamplerState;
  78. class TextureManager;
  79. class Viewport;
  80. class VertexData;
  81. class VertexDeclaration;
  82. class Input;
  83. struct PointerEvent;
  84. class RawInputHandler;
  85. class Renderer;
  86. class RendererFactory;
  87. class PassParameters;
  88. class AsyncOp;
  89. class HardwareBufferManager;
  90. class FontManager;
  91. class DepthStencilState;
  92. class RenderStateManager;
  93. class RasterizerState;
  94. class BlendState;
  95. class GpuParamBlock;
  96. class GpuParamBlockBuffer;
  97. class GpuParams;
  98. struct GpuParamDesc;
  99. struct GpuParamDataDesc;
  100. struct GpuParamObjectDesc;
  101. struct GpuParamBlockDesc;
  102. class GpuProgInclude;
  103. class TextureView;
  104. class CoreObject;
  105. class ImportOptions;
  106. struct FontData;
  107. class GameObject;
  108. class GpuResource;
  109. class GpuResourceData;
  110. struct RenderOperation;
  111. class RenderQueue;
  112. struct ProfilerReport;
  113. class VertexDataDesc;
  114. class EventQuery;
  115. class TimerQuery;
  116. class OcclusionQuery;
  117. class FrameAlloc;
  118. class FolderMonitor;
  119. class VideoMode;
  120. class VideoOutputInfo;
  121. class VideoModeInfo;
  122. class RenderableElement;
  123. class CameraProxy;
  124. struct MaterialProxy;
  125. struct MaterialProxyPass;
  126. struct MeshProxy;
  127. struct ShaderProxy;
  128. class ViewportProxy;
  129. class DrawList;
  130. // Asset import
  131. class SpecificImporter;
  132. class Importer;
  133. // Resources
  134. class Resource;
  135. class Resources;
  136. class ResourceManifest;
  137. class Texture;
  138. class Mesh;
  139. class MeshBase;
  140. class TransientMesh;
  141. class MeshHeap;
  142. class Font;
  143. class ResourceMetaData;
  144. class OSDropTarget;
  145. // Scene
  146. class SceneObject;
  147. class Component;
  148. class SceneManager;
  149. // RTTI
  150. class MeshRTTI;
  151. // Desc structs
  152. struct SAMPLER_STATE_DESC;
  153. struct DEPTH_STENCIL_STATE_DESC;
  154. struct RASTERIZER_STATE_DESC;
  155. struct BLEND_STATE_DESC;
  156. struct RENDER_TARGET_BLEND_STATE_DESC;
  157. struct RENDER_TEXTURE_DESC;
  158. struct RENDER_WINDOW_DESC;
  159. struct FONT_DESC;
  160. template<class T>
  161. class CoreThreadAccessor;
  162. class CommandQueueNoSync;
  163. class CommandQueueSync;
  164. }
  165. /************************************************************************/
  166. /* Shared pointer typedefs */
  167. /************************************************************************/
  168. namespace BansheeEngine
  169. {
  170. typedef std::shared_ptr<RenderSystem> RenderSystemPtr;
  171. typedef std::shared_ptr<GpuProgram> GpuProgramPtr;
  172. typedef std::shared_ptr<PixelBuffer> PixelBufferPtr;
  173. typedef std::shared_ptr<VertexBuffer> VertexBufferPtr;
  174. typedef std::shared_ptr<IndexBuffer> IndexBufferPtr;
  175. typedef std::shared_ptr<GpuBuffer> GpuBufferPtr;
  176. typedef std::shared_ptr<VertexDeclaration> VertexDeclarationPtr;
  177. typedef std::shared_ptr<Mesh> MeshPtr;
  178. typedef std::shared_ptr<MeshBase> MeshBasePtr;
  179. typedef std::shared_ptr<MeshHeap> MeshHeapPtr;
  180. typedef std::shared_ptr<TransientMesh> TransientMeshPtr;
  181. typedef std::shared_ptr<Texture> TexturePtr;
  182. typedef std::shared_ptr<Resource> ResourcePtr;
  183. typedef std::shared_ptr<Technique> TechniquePtr;
  184. typedef std::shared_ptr<Pass> PassPtr;
  185. typedef std::shared_ptr<Shader> ShaderPtr;
  186. typedef std::shared_ptr<Material> MaterialPtr;
  187. typedef std::shared_ptr<Renderer> RendererPtr;
  188. typedef std::shared_ptr<RendererFactory> RendererFactoryPtr;
  189. typedef std::shared_ptr<PassParameters> PassParametersPtr;
  190. typedef std::shared_ptr<Component> ComponentPtr;
  191. typedef std::shared_ptr<GameObject> GameObjectPtr;
  192. typedef std::shared_ptr<SceneObject> SceneObjectPtr;
  193. typedef std::shared_ptr<SamplerState> SamplerStatePtr;
  194. typedef std::shared_ptr<DepthStencilState> DepthStencilStatePtr;
  195. typedef std::shared_ptr<RasterizerState> RasterizerStatePtr;
  196. typedef std::shared_ptr<BlendState> BlendStatePtr;
  197. typedef std::shared_ptr<RenderWindow> RenderWindowPtr;
  198. typedef std::shared_ptr<RenderTarget> RenderTargetPtr;
  199. typedef std::shared_ptr<RenderTexture> RenderTexturePtr;
  200. typedef std::shared_ptr<MultiRenderTexture> MultiRenderTexturePtr;
  201. typedef std::shared_ptr<GpuParamBlock> GpuParamBlockPtr;
  202. typedef std::shared_ptr<GpuParamBlockBuffer> GpuParamBlockBufferPtr;
  203. typedef std::shared_ptr<GpuParams> GpuParamsPtr;
  204. typedef std::shared_ptr<TextureView> TextureViewPtr;
  205. typedef std::shared_ptr<Viewport> ViewportPtr;
  206. typedef std::shared_ptr<GpuProgInclude> GpuProgIncludePtr;
  207. typedef std::shared_ptr<ImportOptions> ImportOptionsPtr;
  208. typedef std::shared_ptr<const ImportOptions> ConstImportOptionsPtr;
  209. typedef std::shared_ptr<Font> FontPtr;
  210. typedef std::shared_ptr<GpuResource> GpuResourcePtr;
  211. typedef std::shared_ptr<VertexDataDesc> VertexDataDescPtr;
  212. typedef CoreThreadAccessor<CommandQueueNoSync> CoreAccessor;
  213. typedef CoreThreadAccessor<CommandQueueSync> SyncedCoreAccessor;
  214. typedef std::shared_ptr<CoreThreadAccessor<CommandQueueNoSync>> CoreAccessorPtr;
  215. typedef std::shared_ptr<CoreThreadAccessor<CommandQueueSync>> SyncedCoreAccessorPtr;
  216. typedef std::shared_ptr<EventQuery> EventQueryPtr;
  217. typedef std::shared_ptr<TimerQuery> TimerQueryPtr;
  218. typedef std::shared_ptr<OcclusionQuery> OcclusionQueryPtr;
  219. typedef std::shared_ptr<ResourceManifest> ResourceManifestPtr;
  220. typedef std::shared_ptr<VideoModeInfo> VideoModeInfoPtr;
  221. typedef std::shared_ptr<DrawList> DrawListPtr;
  222. typedef std::shared_ptr<RenderQueue> RenderQueuePtr;
  223. typedef std::shared_ptr<CameraProxy> CameraProxyPtr;
  224. typedef std::shared_ptr<MaterialProxy> MaterialProxyPtr;
  225. typedef std::shared_ptr<MeshProxy> MeshProxyPtr;
  226. typedef std::shared_ptr<ShaderProxy> ShaderProxyPtr;
  227. typedef std::shared_ptr<ViewportProxy> ViewportProxyPtr;
  228. typedef std::shared_ptr<GpuParamDesc> GpuParamDescPtr;
  229. typedef std::shared_ptr<ResourceMetaData> ResourceMetaDataPtr;
  230. }
  231. /************************************************************************/
  232. /* RTTI */
  233. /************************************************************************/
  234. namespace BansheeEngine
  235. {
  236. enum TypeID_Core
  237. {
  238. TID_Texture = 1001,
  239. TID_Mesh = 1002,
  240. TID_MeshData = 1003,
  241. TID_VertexDeclaration = 1004,
  242. TID_VertexElementData = 1005,
  243. TID_Component = 1006,
  244. TID_ResourceHandle = 1009,
  245. TID_GpuProgram = 1010,
  246. TID_ResourceHandleData = 1011,
  247. TID_CgProgram = 1012,
  248. TID_Pass = 1014,
  249. TID_Technique = 1015,
  250. TID_Shader = 1016,
  251. TID_Material = 1017,
  252. TID_MaterialParams = 1018,
  253. TID_FloatParamKVP = 1019,
  254. TID_MaterialTexParamKVP = 1020,
  255. TID_SamplerState = 1021,
  256. TID_SamplerStateParamKVP = 1022,
  257. TID_BlendState = 1023,
  258. TID_RasterizerState = 1024,
  259. TID_DepthStencilState = 1025,
  260. TID_MaterialParamFloat = 1026,
  261. TID_MaterialParamVec2 = 1027,
  262. TID_MaterialParamVec3 = 1028,
  263. TID_MaterialParamVec4 = 1029,
  264. TID_MaterialParamMat3 = 1030,
  265. TID_MaterialParamMat4 = 1031,
  266. TID_MaterialParamTexture = 1032,
  267. TID_MaterialParamSamplerState = 1033,
  268. TID_BLEND_STATE_DESC = 1034,
  269. TID_SHADER_DATA_PARAM_DESC = 1035,
  270. TID_SHADER_OBJECT_PARAM_DESC = 1036,
  271. TID_SHADER_PARAM_BLOCK_DESC = 1047,
  272. TID_ImportOptions = 1048,
  273. TID_GpuProgramImportOptions = 1049,
  274. TID_MaterialParamStruct = 1050,
  275. TID_Font = 1051,
  276. TID_FONT_DESC = 1052,
  277. TID_CHAR_DESC = 1053,
  278. TID_FontImportOptions = 1056,
  279. TID_FontData = 1057,
  280. TID_SceneObject = 1059,
  281. TID_GameObject = 1060,
  282. TID_GpuResource = 1061,
  283. TID_PixelData = 1062,
  284. TID_GpuResourceData = 1063,
  285. TID_VertexDataDesc = 1064,
  286. TID_MeshBase = 1065,
  287. TID_GameObjectHandleBase = 1066,
  288. TID_ResourceManifest = 1067,
  289. TID_ResourceManifestEntry = 1068,
  290. TID_EmulatedParamBlock = 1069,
  291. TID_TextureImportOptions = 1070,
  292. TID_ResourceMetaData = 1071,
  293. TID_GpuProgramInclude = 1072
  294. };
  295. }
  296. /************************************************************************/
  297. /* Resource references */
  298. /************************************************************************/
  299. #include "BsResourceHandle.h"
  300. namespace BansheeEngine
  301. {
  302. // Resource handles
  303. typedef ResourceHandle<Resource> HResource;
  304. typedef ResourceHandle<Texture> HTexture;
  305. typedef ResourceHandle<Mesh> HMesh;
  306. typedef ResourceHandle<GpuProgram> HGpuProgram;
  307. typedef ResourceHandle<Material> HMaterial;
  308. typedef ResourceHandle<SamplerState> HSamplerState;
  309. typedef ResourceHandle<RasterizerState> HRasterizerState;
  310. typedef ResourceHandle<DepthStencilState> HDepthStencilState;
  311. typedef ResourceHandle<BlendState> HBlendState;
  312. typedef ResourceHandle<GpuProgInclude> HGpuProgInclude;
  313. typedef ResourceHandle<Font> HFont;
  314. }
  315. namespace BansheeEngine
  316. {
  317. /**
  318. * @brief Defers function execution until the next frame. If this function is called
  319. * within another deferred call, then it will be executed the same frame,
  320. * but only after all existing deferred calls are done.
  321. *
  322. * @note This method can be used for breaking dependencies among other things. If a class
  323. * A depends on class B having something done, but class B also depends in some way on class A,
  324. * you can break up the initialization into two separate steps, queuing the second step
  325. * using this method.
  326. *
  327. * Similar situation can happen if you have multiple classes being initialized in an undefined order
  328. * but some of them depend on others. Using this method you can defer the dependent step until next frame,
  329. * which will ensure everything was initialized.
  330. *
  331. * @param callback The callback.
  332. */
  333. void BS_CORE_EXPORT deferredCall(std::function<void()> callback);
  334. // Special types for use by profilers
  335. typedef std::basic_string<char, std::char_traits<char>, StdAlloc<char, ProfilerAlloc>> ProfilerString;
  336. template <typename T, typename A = StdAlloc<T, ProfilerAlloc>>
  337. using ProfilerVector = std::vector<T, A>;
  338. template <typename T, typename A = StdAlloc<T, ProfilerAlloc>>
  339. using ProfilerStack = std::stack<T, std::deque<T, A>>;
  340. /**
  341. * @brief Banshee thread policy that performs special startup/shutdown on threads
  342. * managed by thread pool.
  343. */
  344. class BS_CORE_EXPORT ThreadBansheePolicy
  345. {
  346. public:
  347. static void onThreadStarted(const String& name)
  348. {
  349. MemStack::beginThread();
  350. }
  351. static void onThreadEnded(const String& name)
  352. {
  353. MemStack::endThread();
  354. }
  355. };
  356. }
  357. #include "BsCommonTypes.h"