Files
WickedEngine/WickedEngine/CommonInclude.h
T
Turánszki János f1ced24f05 Multi swapchain support (#257)
* multi swapchain draft

* uwp fix

* swapchain resize handling

* swapchain buffercount

* vsync toggle

* tests fix

* update

* everything removed from graphicsdevice regarding global screen params, engine refactor

* added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain

* linux fix: vulkan device needs window handle for instance creation

* refactor

* removed unused includes

* shader refactor and lensflare fix

* swapchain clearcolor and other refactors

* vulkan: no vector allocation in submit

* tests fix

* refactors

* lens flare canvas size fix

* gui refactor for canvas support

* refactors

* removed global canvas state

* msaa fix

* fixes

* refactor to minimize interface changes

* gui changes

* checkbox fix

* gui fixes

* fixes

* input system will accept window handle

* editor fixes

* refactor and removed resolution related system events

* small editor update

* refactor: renderpath inherits from canvas

* fixed tests duh

* image refactor

* image fix

* removed every using namespace std

* pushconstant fix

* editor: object picking only when necessary

* removed include

* dx12: copy fence waiting performed on CPU

* dx12 copyallocator update

* vulkan: copy allocator with timeline semaphores

* missing include

* dx12 copy allocator update

* refactor

* editor update

* vulkan copy allocator fix

* dx12 update

* vulkan, dx12 fixes

* version bump

* vsync event helper

* documentation update

* updated vulkan, dx12, dxc
2021-04-22 11:36:22 +02:00

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#ifndef WICKEDENGINE_COMMONINCLUDE_H
#define WICKEDENGINE_COMMONINCLUDE_H
// This is a helper include file pasted into all engine headers try to keep it minimal!
// Do not include engine features in this file!
#include <cstdlib>
#include <cstring>
#include <cstdint>
#if __has_include("DirectXMath.h")
// In this case, DirectXMath is coming from Windows SDK.
// It is better to use this on Windows as some Windows libraries could depend on the same
// DirectXMath headers
#include <DirectXMath.h>
#include <DirectXPackedVector.h>
#include <DirectXCollision.h>
#else
// In this case, DirectXMath is coming from supplied source code
// On platforms that don't have Windows SDK, the source code for DirectXMath is provided
// as part of the engine utilities
#include "Utility/DirectXMath.h"
#include "Utility/DirectXPackedVector.h"
#include "Utility/DirectXCollision.h"
#endif
using namespace DirectX;
using namespace DirectX::PackedVector;
static const XMFLOAT4X4 IDENTITYMATRIX = XMFLOAT4X4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
#define arraysize(a) (sizeof(a) / sizeof(a[0]))
#define NOMINMAX
#define ALIGN_16 void* operator new(size_t i){return _mm_malloc(i, 16);} void operator delete(void* p){_mm_free(p);}
#endif //WICKEDENGINE_COMMONINCLUDE_H