28 #ifndef __D3D11PREREQUISITES_H__ 29 #define __D3D11PREREQUISITES_H__ 36 #if OGRE_THREAD_SUPPORT 37 #define OGRE_LOCK_RECURSIVE_MUTEX(name) name.lock(); 38 #define OGRE_UNLOCK_RECURSIVE_MUTEX(name) name.unlock(); 40 #define OGRE_LOCK_RECURSIVE_MUTEX(name) 41 #define OGRE_UNLOCK_RECURSIVE_MUTEX(name) 45 #if OGRE_THREAD_SUPPORT == 1 46 #define D3D11_DEVICE_ACCESS_LOCK OGRE_LOCK_RECURSIVE_MUTEX(msDeviceAccessMutex); 47 #define D3D11_DEVICE_ACCESS_UNLOCK OGRE_UNLOCK_RECURSIVE_MUTEX(msDeviceAccessMutex); 48 #define D3D11_DEVICE_ACCESS_CRITICAL_SECTION OGRE_LOCK_MUTEX(msDeviceAccessMutex) 50 #define D3D11_DEVICE_ACCESS_LOCK 51 #define D3D11_DEVICE_ACCESS_UNLOCK 52 #define D3D11_DEVICE_ACCESS_CRITICAL_SECTION 56 #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } } 57 #define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p); (p)=NULL; } } 58 #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } 62 #define NOMINMAX // required to stop windows.h screwing up std::min definition 63 #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 65 #elif OGRE_PLATFORM == OGRE_PLATFORM_WINRT 69 #if (OGRE_PLATFORM == OGRE_PLATFORM_WINRT && OGRE_WINRT_TARGET_TYPE == PHONE) 70 # include <C:\Program Files (x86)\Windows Kits\8.0\Include\um\d3d11shader.h> 72 # include <d3d11shader.h> 73 # include <D3Dcompiler.h> 80 #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32 89 #elif OGRE_PLATFORM == OGRE_PLATFORM_WINRT 128 #if (OGRE_PLATFORM == OGRE_PLATFORM_WIN32 || OGRE_PLATFORM == OGRE_PLATFORM_WINRT) && !defined(OGRE_STATIC_LIB) 129 # ifdef OGRED3DENGINEDLL_EXPORTS 130 # define _OgreD3D11Export __declspec(dllexport) 132 # if defined( __MINGW32__ ) 133 # define _OgreD3D11Export 135 # define _OgreD3D11Export __declspec(dllimport) 139 # define _OgreD3D11Export
IDXGISwapChain IDXGISwapChainN
IDXGIAdapter1 IDXGIAdapterN
ID3D11RasterizerState ID3D11RasterizerStateN
Implementation of DirectX11 as a rendering system.
SharedPtr< D3D11HLSLProgram > D3D11HLSLProgramPtr
Specialisation of VertexDeclaration for D3D11.
Base implementation of a D3D11 buffer, dealing with all the common aspects.
IDXGIDevice1 IDXGIDeviceN
ID3D11DeviceContext ID3D11DeviceContextN
DXGI_SWAP_CHAIN_DESC DXGI_SWAP_CHAIN_DESC_N
Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL)...
SharedPtr< D3D11GpuProgram > D3D11GpuProgramPtr
IDXGIFactory1 IDXGIFactoryN
Direct3D implementation of a few things common to low-level vertex & fragment programs.
This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info...
SharedPtr< D3D11Texture > D3D11TexturePtr
ID3D11Device ID3D11DeviceN
D3D11HardwareBufferManagerBase as a Singleton.
Reference-counted shared pointer, used for objects where implicit destruction is required.
Factory class for D3D11 HLSL programs.