BsCorePrerequisites.h 18 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 "BsPrerequisitesUtil.h"
  5. /** @addtogroup Layers
  6. * @{
  7. */
  8. /** @defgroup Core Core
  9. * Second lowest layer that provides core engine functionality and abstract interfaces for various systems.
  10. * @{
  11. */
  12. /** @defgroup Animation Animation
  13. * %Animation clips, skeletal and blend shape animation, animation playback, blending and other features.
  14. */
  15. /** @defgroup Application-Core Application
  16. * Entry point into the application and other general functionality.
  17. */
  18. /** @defgroup Audio Audio
  19. * %Audio clips, 3D sound and music reproduction.
  20. */
  21. /** @defgroup Components-Core Components
  22. * Built-in components (elements that may be attached to scene objects).
  23. */
  24. /** @defgroup CoreThread Core thread
  25. * Core objects and interaction with the core (rendering) thread.
  26. */
  27. /** @defgroup Importer Importer
  28. * Import of resources into engine friendly format.
  29. */
  30. /** @defgroup Input Input
  31. * %Input (mouse, keyboard, gamepad, etc.).
  32. */
  33. /** @defgroup Localization Localization
  34. * GUI localization.
  35. */
  36. /** @defgroup Material Material
  37. * Materials, shaders and related functionality.
  38. */
  39. /** @defgroup Physics Physics
  40. * %Physics system: colliders, triggers, rigidbodies, joints, scene queries, etc.
  41. */
  42. /** @defgroup Profiling Profiling
  43. * Measuring CPU and GPU execution times and memory usage.
  44. */
  45. /** @defgroup RenderAPI RenderAPI
  46. * Interface for interacting with the render API (DirectX, OpenGL, etc.).
  47. */
  48. /** @defgroup Renderer Renderer
  49. * Abstract interface and helper functionality for rendering scene objects.
  50. */
  51. /** @defgroup Resources Resources
  52. * Core resource types and resource management functionality (loading, saving, etc.).
  53. */
  54. /** @cond RTTI */
  55. /** @defgroup RTTI-Impl-Core RTTI types
  56. * RTTI implementations for classes within the core layer.
  57. */
  58. /** @endcond */
  59. /** @defgroup Scene Scene
  60. * Managing scene objects and their hierarchy.
  61. */
  62. /** @defgroup Text Text
  63. * Generating text geometry.
  64. */
  65. /** @defgroup Utility-Core Utility
  66. * Various utility methods and types used by the core layer.
  67. */
  68. /** @} */
  69. /** @} */
  70. /** @addtogroup Internals
  71. * @{
  72. */
  73. /** @defgroup Internal-Core Core
  74. * Second lowest layer that provides core engine functionality and abstract interfaces for various systems.
  75. * @{
  76. */
  77. /** @defgroup Animation-Internal Animation
  78. * Animation clips, skeletal and blend shape animation, animation playback, blending and other features.
  79. */
  80. /** @defgroup Audio-Internal Audio
  81. * Audio clips, 3D sound and music reproduction.
  82. */
  83. /** @defgroup CoreThread-Internal Core thread
  84. * Core objects and interaction with the core (rendering) thread.
  85. */
  86. /** @defgroup Importer-Internal Importer
  87. * Import of resources into engine friendly format.
  88. */
  89. /** @defgroup Input-Internal Input
  90. * Input (mouse, keyboard, gamepad, etc.).
  91. */
  92. /** @defgroup Localization-Internal Localization
  93. * GUI localization.
  94. */
  95. /** @defgroup Material-Internal Material
  96. * Materials, shaders and related functionality.
  97. */
  98. /** @defgroup Physics-Internal Physics
  99. * Physics system: colliders, triggers, rigidbodies, joints, scene queries, etc.
  100. */
  101. /** @defgroup Platform-Internal Platform
  102. * Interface for interacting with the platform (OS).
  103. */
  104. /** @defgroup Profiling-Internal Profiling
  105. * Measuring CPU and GPU execution times and memory usage.
  106. */
  107. /** @defgroup RenderAPI-Internal RenderAPI
  108. * Interface for interacting with the render API (DirectX, OpenGL, etc.).
  109. */
  110. /** @defgroup Renderer-Internal Renderer
  111. * Abstract interface and helper functionality for rendering scene objects.
  112. */
  113. /** @defgroup Resources-Internal Resources
  114. * Core resource types and resource management functionality (loading, saving, etc.).
  115. */
  116. /** @defgroup Scene-Internal Scene
  117. * Managing scene objects and their hierarchy.
  118. */
  119. /** @defgroup Text-Internal Text
  120. * Generating text geometry.
  121. */
  122. /** @defgroup Utility-Core-Internal Utility
  123. * Various utility methods and types used by the core layer.
  124. */
  125. /** @} */
  126. /** @} */
  127. /** Maximum number of color surfaces that can be attached to a multi render target. */
  128. #define BS_MAX_MULTIPLE_RENDER_TARGETS 8
  129. #define BS_FORCE_SINGLETHREADED_RENDERING 0
  130. /** Maximum number of CommandBuffer%s that may exist at once. */
  131. #define BS_MAX_COMMAND_BUFFERS 32
  132. /** Maximum number of individual GPU queues, per type. */
  133. #define BS_MAX_QUEUES_PER_TYPE 8
  134. /** Maximum number of hardware devices usable at once. */
  135. #define BS_MAX_DEVICES 5U
  136. /** Maximum number of devices one resource can exist at the same time. */
  137. #define BS_MAX_LINKED_DEVICES 4U
  138. // Windows Settings
  139. #if BS_PLATFORM == BS_PLATFORM_WIN32
  140. // If we're not including this from a client build, specify that the stuff
  141. // should get exported. Otherwise, import it.
  142. # if defined(BS_STATIC_LIB)
  143. // Linux compilers don't have symbol import/export directives.
  144. # define BS_CORE_EXPORT
  145. # else
  146. # if defined(BS_CORE_EXPORTS)
  147. # define BS_CORE_EXPORT __declspec( dllexport )
  148. # else
  149. # if defined( __MINGW32__ )
  150. # define BS_CORE_EXPORT
  151. # else
  152. # define BS_CORE_EXPORT __declspec( dllimport )
  153. # endif
  154. # endif
  155. # endif
  156. #endif
  157. // Linux/Apple Settings
  158. #if BS_PLATFORM == BS_PLATFORM_LINUX || BS_PLATFORM == BS_PLATFORM_OSX
  159. // Enable GCC symbol visibility
  160. # if defined( BS_GCC_VISIBILITY )
  161. # define BS_CORE_EXPORT __attribute__ ((visibility("default")))
  162. # define BS_HIDDEN __attribute__ ((visibility("hidden")))
  163. # else
  164. # define BS_CORE_EXPORT
  165. # define BS_HIDDEN
  166. # endif
  167. #endif
  168. #include "BsHString.h"
  169. namespace BansheeEngine
  170. {
  171. static const StringID RenderAPIAny = "AnyRenderAPI";
  172. static const StringID RendererAny = "AnyRenderer";
  173. class Color;
  174. class GpuProgram;
  175. class GpuProgramManager;
  176. class IndexBuffer;
  177. class IndexBufferCore;
  178. class OcclusionQuery;
  179. class VertexBuffer;
  180. class VertexBufferCore;
  181. class PixelBuffer;
  182. class GpuBuffer;
  183. class HighLevelGpuProgram;
  184. class GpuProgramManager;
  185. class GpuProgramFactory;
  186. class IndexData;
  187. class Pass;
  188. class Technique;
  189. class Shader;
  190. class Material;
  191. class RenderAPICore;
  192. class RenderAPICapabilities;
  193. class RenderTarget;
  194. class RenderTargetCore;
  195. class RenderTexture;
  196. class RenderTextureCore;
  197. class RenderWindow;
  198. class RenderWindowCore;
  199. class RenderTargetProperties;
  200. struct RenderOpMesh;
  201. class StringInterface;
  202. class SamplerState;
  203. class SamplerStateCore;
  204. class TextureManager;
  205. class Viewport;
  206. class VertexData;
  207. class VertexDeclaration;
  208. class Input;
  209. struct PointerEvent;
  210. class RawInputHandler;
  211. class CoreRenderer;
  212. class RendererFactory;
  213. class AsyncOp;
  214. class HardwareBufferManager;
  215. class FontManager;
  216. class DepthStencilState;
  217. class DepthStencilStateCore;
  218. class RenderStateManager;
  219. class RasterizerState;
  220. class RasterizerStateCore;
  221. class BlendState;
  222. class BlendStateCore;
  223. class GpuParamBlock;
  224. class GpuParamBlockBuffer;
  225. class GpuParams;
  226. struct GpuParamDesc;
  227. struct GpuParamDataDesc;
  228. struct GpuParamObjectDesc;
  229. struct GpuParamBlockDesc;
  230. class ShaderInclude;
  231. class TextureView;
  232. class CoreObject;
  233. class CoreObjectCore;
  234. class ImportOptions;
  235. class TextureImportOptions;
  236. class FontImportOptions;
  237. class GpuProgramImportOptions;
  238. class MeshImportOptions;
  239. struct FontBitmap;
  240. class GameObject;
  241. class GpuResourceData;
  242. struct RenderOperation;
  243. class RenderQueue;
  244. struct ProfilerReport;
  245. class VertexDataDesc;
  246. class EventQuery;
  247. class TimerQuery;
  248. class OcclusionQuery;
  249. class FrameAlloc;
  250. class FolderMonitor;
  251. class VideoMode;
  252. class VideoOutputInfo;
  253. class VideoModeInfo;
  254. class RenderableElement;
  255. class CameraCore;
  256. class MeshCoreBase;
  257. class MeshCore;
  258. struct SubMesh;
  259. class TransientMeshCore;
  260. class TextureCore;
  261. class MeshHeapCore;
  262. class VertexDeclarationCore;
  263. class GpuBufferCore;
  264. class GpuParamBlockBufferCore;
  265. class GpuParamsCore;
  266. class ShaderCore;
  267. class ViewportCore;
  268. class PassCore;
  269. class GpuParamsSetCore;
  270. class TechniqueCore;
  271. class MaterialCore;
  272. class GpuProgramCore;
  273. class IResourceListener;
  274. class TextureProperties;
  275. class IShaderIncludeHandler;
  276. class Prefab;
  277. class PrefabDiff;
  278. class RendererMeshData;
  279. class LightCore;
  280. class Light;
  281. class Win32Window;
  282. class RenderAPIFactory;
  283. class PhysicsManager;
  284. class Physics;
  285. class FCollider;
  286. class Collider;
  287. class Rigidbody;
  288. class PhysicsMaterial;
  289. class BoxCollider;
  290. class SphereCollider;
  291. class PlaneCollider;
  292. class CapsuleCollider;
  293. class MeshCollider;
  294. class CCollider;
  295. class CRigidbody;
  296. class CBoxCollider;
  297. class CSphereCollider;
  298. class CPlaneCollider;
  299. class CCapsuleCollider;
  300. class CMeshCollider;
  301. class Joint;
  302. class FixedJoint;
  303. class DistanceJoint;
  304. class HingeJoint;
  305. class SphericalJoint;
  306. class SliderJoint;
  307. class D6Joint;
  308. class CharacterController;
  309. class CJoint;
  310. class CHingeJoint;
  311. class CDistanceJoint;
  312. class CFixedJoint;
  313. class CSphericalJoint;
  314. class CSliderJoint;
  315. class CD6Joint;
  316. class CCharacterController;
  317. class ShaderDefines;
  318. class ShaderImportOptions;
  319. class AudioListener;
  320. class AudioSource;
  321. class AudioClipImportOptions;
  322. class AnimationClip;
  323. class CCamera;
  324. template <class T> class TAnimationCurve;
  325. struct AnimationCurves;
  326. class Skeleton;
  327. class Animation;
  328. class GpuParamsSet;
  329. class GpuParamsSetCore;
  330. class MaterialParamsCore;
  331. class Camera;
  332. class CameraCore;
  333. class MorphShapes;
  334. class MorphShape;
  335. class MorphChannel;
  336. class CommandBuffer;
  337. class GpuPipelineState;
  338. class GpuPipelineStateCore;
  339. // Asset import
  340. class SpecificImporter;
  341. class Importer;
  342. // Resources
  343. class Resource;
  344. class Resources;
  345. class ResourceManifest;
  346. class Texture;
  347. class Mesh;
  348. class MeshBase;
  349. class TransientMesh;
  350. class MeshHeap;
  351. class Font;
  352. class ResourceMetaData;
  353. class OSDropTarget;
  354. class StringTable;
  355. class PhysicsMaterial;
  356. class PhysicsMesh;
  357. class AudioClip;
  358. struct CollisionData;
  359. // Scene
  360. class SceneObject;
  361. class Component;
  362. class SceneManager;
  363. // RTTI
  364. class MeshRTTI;
  365. // Desc structs
  366. struct SAMPLER_STATE_DESC;
  367. struct DEPTH_STENCIL_STATE_DESC;
  368. struct RASTERIZER_STATE_DESC;
  369. struct BLEND_STATE_DESC;
  370. struct RENDER_TARGET_BLEND_STATE_DESC;
  371. struct RENDER_TEXTURE_DESC;
  372. struct RENDER_WINDOW_DESC;
  373. struct FONT_DESC;
  374. struct CHAR_CONTROLLER_DESC;
  375. struct JOINT_DESC;
  376. struct FIXED_JOINT_DESC;
  377. struct DISTANCE_JOINT_DESC;
  378. struct HINGE_JOINT_DESC;
  379. struct SLIDER_JOINT_DESC;
  380. struct SPHERICAL_JOINT_DESC;
  381. struct D6_JOINT_DESC;
  382. struct AUDIO_CLIP_DESC;
  383. template<class T>
  384. class CoreThreadAccessor;
  385. class CommandQueueNoSync;
  386. class CommandQueueSync;
  387. }
  388. /************************************************************************/
  389. /* Typedefs */
  390. /************************************************************************/
  391. namespace BansheeEngine
  392. {
  393. typedef CoreThreadAccessor<CommandQueueNoSync> CoreAccessor;
  394. typedef CoreThreadAccessor<CommandQueueSync> SyncedCoreAccessor;
  395. }
  396. /************************************************************************/
  397. /* RTTI */
  398. /************************************************************************/
  399. namespace BansheeEngine
  400. {
  401. enum TypeID_Core
  402. {
  403. TID_Texture = 1001,
  404. TID_Mesh = 1002,
  405. TID_MeshData = 1003,
  406. TID_VertexDeclaration = 1004,
  407. TID_VertexElementData = 1005,
  408. TID_Component = 1006,
  409. TID_ResourceHandle = 1009,
  410. TID_GpuProgram = 1010,
  411. TID_ResourceHandleData = 1011,
  412. TID_CgProgram = 1012,
  413. TID_Pass = 1014,
  414. TID_Technique = 1015,
  415. TID_Shader = 1016,
  416. TID_Material = 1017,
  417. TID_SamplerState = 1021,
  418. TID_BlendState = 1023,
  419. TID_RasterizerState = 1024,
  420. TID_DepthStencilState = 1025,
  421. TID_BLEND_STATE_DESC = 1034,
  422. TID_SHADER_DATA_PARAM_DESC = 1035,
  423. TID_SHADER_OBJECT_PARAM_DESC = 1036,
  424. TID_SHADER_PARAM_BLOCK_DESC = 1047,
  425. TID_ImportOptions = 1048,
  426. TID_Font = 1051,
  427. TID_FONT_DESC = 1052,
  428. TID_CHAR_DESC = 1053,
  429. TID_FontImportOptions = 1056,
  430. TID_FontBitmap = 1057,
  431. TID_SceneObject = 1059,
  432. TID_GameObject = 1060,
  433. TID_PixelData = 1062,
  434. TID_GpuResourceData = 1063,
  435. TID_VertexDataDesc = 1064,
  436. TID_MeshBase = 1065,
  437. TID_GameObjectHandleBase = 1066,
  438. TID_ResourceManifest = 1067,
  439. TID_ResourceManifestEntry = 1068,
  440. TID_EmulatedParamBlock = 1069,
  441. TID_TextureImportOptions = 1070,
  442. TID_ResourceMetaData = 1071,
  443. TID_ShaderInclude = 1072,
  444. TID_Viewport = 1073,
  445. TID_ResourceDependencies = 1074,
  446. TID_ShaderMetaData = 1075,
  447. TID_MeshImportOptions = 1076,
  448. TID_Prefab = 1077,
  449. TID_PrefabDiff = 1078,
  450. TID_PrefabObjectDiff = 1079,
  451. TID_PrefabComponentDiff = 1080,
  452. TID_CGUIWidget = 1081,
  453. TID_ProfilerOverlay = 1082,
  454. TID_StringTable = 1083,
  455. TID_LanguageData = 1084,
  456. TID_LocalizedStringData = 1085,
  457. TID_MaterialParamColor = 1086,
  458. TID_WeakResourceHandle = 1087,
  459. TID_TextureParamData = 1088,
  460. TID_StructParamData = 1089,
  461. TID_MaterialParams = 1090,
  462. TID_MaterialRTTIParam = 1091,
  463. TID_PhysicsMaterial = 1092,
  464. TID_CCollider = 1093,
  465. TID_CBoxCollider = 1094,
  466. TID_CSphereCollider = 1095,
  467. TID_CCapsuleCollider = 1096,
  468. TID_CPlaneCollider = 1097,
  469. TID_CRigidbody = 1098,
  470. TID_PhysicsMesh = 1099,
  471. TID_CMeshCollider = 1100,
  472. TID_CJoint = 1101,
  473. TID_CFixedJoint = 1102,
  474. TID_CDistanceJoint = 1103,
  475. TID_CHingeJoint = 1104,
  476. TID_CSphericalJoint = 1105,
  477. TID_CSliderJoint = 1106,
  478. TID_CD6Joint = 1107,
  479. TID_CCharacterController = 1108,
  480. TID_FPhysicsMesh = 1109,
  481. TID_ShaderImportOptions = 1110,
  482. TID_AudioClip = 1111,
  483. TID_AudioClipImportOptions = 1112,
  484. TID_CAudioListener = 1113,
  485. TID_CAudioSource = 1114,
  486. TID_AnimationClip = 1115,
  487. TID_AnimationCurve = 1116,
  488. TID_KeyFrame = 1117,
  489. TID_NamedAnimationCurve = 1118,
  490. TID_Skeleton = 1119,
  491. TID_SkeletonBoneInfo = 1120,
  492. TID_AnimationSplitInfo = 1121,
  493. TID_CAnimation = 1122,
  494. TID_AnimationEvent = 1123,
  495. TID_ImportedAnimationEvents = 1124,
  496. TID_CBone = 1125,
  497. TID_MaterialParamData = 1126,
  498. TID_PostProcessSettings = 1127,
  499. TID_MorphShape = 1128,
  500. TID_MorphShapes = 1129,
  501. TID_MorphChannel = 1130,
  502. // Moved from Engine layer
  503. TID_CCamera = 30000,
  504. TID_Camera = 30003,
  505. };
  506. }
  507. /************************************************************************/
  508. /* Resource references */
  509. /************************************************************************/
  510. #include "BsResourceHandle.h"
  511. namespace BansheeEngine
  512. {
  513. /** @addtogroup Resources
  514. * @{
  515. */
  516. typedef ResourceHandle<Resource> HResource;
  517. typedef ResourceHandle<Texture> HTexture;
  518. typedef ResourceHandle<Mesh> HMesh;
  519. typedef ResourceHandle<Material> HMaterial;
  520. typedef ResourceHandle<ShaderInclude> HShaderInclude;
  521. typedef ResourceHandle<Font> HFont;
  522. typedef ResourceHandle<Shader> HShader;
  523. typedef ResourceHandle<Prefab> HPrefab;
  524. typedef ResourceHandle<StringTable> HStringTable;
  525. typedef ResourceHandle<PhysicsMaterial> HPhysicsMaterial;
  526. typedef ResourceHandle<PhysicsMesh> HPhysicsMesh;
  527. typedef ResourceHandle<AudioClip> HAudioClip;
  528. typedef ResourceHandle<AnimationClip> HAnimationClip;
  529. /** @} */
  530. }
  531. #include "BsGameObjectHandle.h"
  532. namespace BansheeEngine
  533. {
  534. /** @addtogroup Scene
  535. * @{
  536. */
  537. // Game object handles
  538. typedef GameObjectHandle<GameObject> HGameObject;
  539. typedef GameObjectHandle<SceneObject> HSceneObject;
  540. typedef GameObjectHandle<Component> HComponent;
  541. typedef GameObjectHandle<CCamera> HCamera;
  542. typedef GameObjectHandle<CRigidbody> HRigidbody;
  543. typedef GameObjectHandle<CCollider> HCollider;
  544. typedef GameObjectHandle<CBoxCollider> HBoxCollider;
  545. typedef GameObjectHandle<CSphereCollider> HSphereCollider;
  546. typedef GameObjectHandle<CCapsuleCollider> HCapsuleCollider;
  547. typedef GameObjectHandle<CPlaneCollider> HPlaneCollider;
  548. typedef GameObjectHandle<CJoint> HJoint;
  549. typedef GameObjectHandle<CHingeJoint> HHingeJoint;
  550. typedef GameObjectHandle<CSliderJoint> HSliderJoint;
  551. typedef GameObjectHandle<CDistanceJoint> HDistanceJoint;
  552. typedef GameObjectHandle<CSphericalJoint> HSphericalJoint;
  553. typedef GameObjectHandle<CFixedJoint> HFixedJoint;
  554. typedef GameObjectHandle<CD6Joint> HD6Joint;
  555. typedef GameObjectHandle<CCharacterController> HCharacterController;
  556. /** @} */
  557. }
  558. namespace BansheeEngine
  559. {
  560. /**
  561. * Defers function execution until the next frame. If this function is called within another deferred call, then it will
  562. * be executed the same frame, but only after all existing deferred calls are done.
  563. *
  564. * @note
  565. * This method can be used for breaking dependencies among other things. If a class A depends on class B having
  566. * something done, but class B also depends in some way on class A, you can break up the initialization into two
  567. * separate steps, queuing the second step using this method.
  568. * @note
  569. * Similar situation can happen if you have multiple classes being initialized in an undefined order but some of them
  570. * depend on others. Using this method you can defer the dependent step until next frame, which will ensure everything
  571. * was initialized.
  572. *
  573. * @param[in] callback The callback.
  574. */
  575. void BS_CORE_EXPORT deferredCall(std::function<void()> callback);
  576. // Special types for use by profilers
  577. typedef std::basic_string<char, std::char_traits<char>, StdAlloc<char, ProfilerAlloc>> ProfilerString;
  578. template <typename T, typename A = StdAlloc<T, ProfilerAlloc>>
  579. using ProfilerVector = std::vector<T, A>;
  580. template <typename T, typename A = StdAlloc<T, ProfilerAlloc>>
  581. using ProfilerStack = std::stack<T, std::deque<T, A>>;
  582. /** Banshee thread policy that performs special startup/shutdown on threads managed by thread pool. */
  583. class BS_CORE_EXPORT ThreadBansheePolicy
  584. {
  585. public:
  586. static void onThreadStarted(const String& name)
  587. {
  588. MemStack::beginThread();
  589. }
  590. static void onThreadEnded(const String& name)
  591. {
  592. MemStack::endThread();
  593. }
  594. };
  595. #define BS_ALL_LAYERS 0xFFFFFFFFFFFFFFFF
  596. }
  597. #include "BsCommonTypes.h"