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authorJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
committerJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
commit79b3462799c28af8ba586349bd671b1b56e72353 (patch)
tree3b06e36c390254c0dc7f3733a0d32af213d87293 /test/d3d9/common/dxstdafx.h
downloadwaveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz
waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip
Initial commit with PS4 and XBone stuff trimmed.
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+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+ //--------------------------------------------------------------------------------------
+// File: DxStdAfx.h
+//
+// Desc: Standard includes and precompiled headers for DXUT
+//
+// Copyright (c) Microsoft Corporation. All rights reserved.
+//--------------------------------------------------------------------------------------
+#pragma once
+#ifndef DXSDK_STDAFX_H
+#define DXSDK_STDAFX_H
+
+#ifndef STRICT
+#define STRICT
+#endif
+
+// If app hasn't choosen, set to work with Windows XP and beyond
+#ifndef WINVER
+#define WINVER 0x0501
+#endif
+#ifndef _WIN32_WINDOWS
+#define _WIN32_WINDOWS 0x0501
+#endif
+#ifndef _WIN32_WINNT
+#define _WIN32_WINNT 0x0501
+#endif
+
+// #define DXUT_AUTOLIB to automatically include the libs needed for DXUT
+#ifdef DXUT_AUTOLIB
+#pragma comment( lib, "dxerr.lib" )
+#pragma comment( lib, "dxguid.lib" )
+#if defined(DEBUG) || defined(_DEBUG)
+#pragma comment( lib, "d3dx9d.lib" )
+#else
+#pragma comment( lib, "d3dx9.lib" )
+#endif
+#pragma comment( lib, "d3d9.lib" )
+#pragma comment( lib, "winmm.lib" )
+#pragma comment( lib, "comctl32.lib" )
+#endif
+
+#pragma warning( disable : 4100 ) // disable unreference formal parameter warnings for /W4 builds
+#pragma warning( disable : 4530 ) // disable warning "C++ exception handler used, but unwind semantics are not enabled."
+
+#include <windows.h>
+#include <assert.h>
+#include <wchar.h>
+#include <mmsystem.h>
+#include <commctrl.h> // for InitCommonControls()
+#include <shellapi.h> // for ExtractIcon()
+#include <new.h> // for placement new
+#include <math.h>
+#include <limits.h>
+#include <stdio.h>
+// Not needed - #include <omp.h>
+#include <XInput.h> // Header for XInput APIs
+
+// CRT's memory leak detection
+#if defined(DEBUG) || defined(_DEBUG)
+#include <crtdbg.h>
+#endif
+
+// Enable extra D3D debugging in debug builds if using the debug DirectX runtime.
+// This makes D3D objects work well in the debugger watch window, but slows down
+// performance slightly.
+#if defined(DEBUG) || defined(_DEBUG)
+#ifndef D3D_DEBUG_INFO
+#define D3D_DEBUG_INFO
+#endif
+#endif
+
+// Direct3D includes
+#include <d3d9.h>
+#include <d3dx9.h>
+#include <dxerr.h>
+
+// DirectSound includes
+#include <mmsystem.h>
+#include <mmreg.h>
+#include <dsound.h>
+
+// STD
+#include <vector>
+using namespace std;
+
+// strsafe.h deprecates old unsecure string functions. If you
+// really do not want to it to (not recommended), then uncomment the next line
+//#define STRSAFE_NO_DEPRECATE
+
+#ifndef STRSAFE_NO_DEPRECATE
+#pragma deprecated("strncpy")
+#pragma deprecated("wcsncpy")
+#pragma deprecated("_tcsncpy")
+#pragma deprecated("wcsncat")
+#pragma deprecated("strncat")
+#pragma deprecated("_tcsncat")
+#endif
+
+#pragma warning( disable : 4995 ) // disable deprecated warning
+#pragma warning( disable : 4996 ) // disable deprecated warning
+#include <strsafe.h>
+#pragma warning( default : 4996 )
+
+#include "DXUT.h"
+#include "DXUTmisc.h"
+#include "DXUTenum.h"
+#include "DXUTgui.h"
+#include "DXUTsettingsDlg.h"
+#include "DXUTRes.h"
+
+#if defined(DEBUG) || defined(_DEBUG)
+ #ifndef V
+ #define V(x) { hr = x; if( FAILED(hr) ) { DXUTTrace( __FILEW__, (DWORD)__LINE__, hr, L#x, true ); } }
+ #endif
+ #ifndef V_RETURN
+ #define V_RETURN(x) { hr = x; if( FAILED(hr) ) { return DXUTTrace( __FILEW__, (DWORD)__LINE__, hr, L#x, true ); } }
+ #endif
+#else
+ #ifndef V
+ #define V(x) { hr = x; }
+ #endif
+ #ifndef V_RETURN
+ #define V_RETURN(x) { hr = x; if( FAILED(hr) ) { return hr; } }
+ #endif
+#endif
+
+#ifndef SAFE_DELETE
+ #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
+#endif
+#ifndef SAFE_DELETE_ARRAY
+ #define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p); (p)=NULL; } }
+#endif
+#ifndef SAFE_RELEASE
+ #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
+#endif
+
+#define ENABLE_PIX_EVENT 1
+
+#if ENABLE_PIX_EVENT
+ #define PIX_BEGIN_EVENT(event_name) D3DPERF_BeginEvent(0, TEXT(event_name))
+ #define PIX_END_EVENT(event_name) D3DPERF_EndEvent()
+ #define PIX_SET_MARKER(marker_name) D3DPERF_SetMarker(0, TEXT(marker_name))
+ #define PIX_IS_RUNNING D3DPERF_GetStatus()
+#else
+ #define PIX_BEGIN_EVENT(event_name)
+ #define PIX_END_EVENT(event_name)
+ #define PIX_SET_MARKER(marker_name)
+ #define PIX_IS_RUNNING 0
+#endif
+
+#endif // !defined(DXSDK_STDAFX_H)