//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXRESOURCE_H_ #define _GFXRESOURCE_H_ #ifndef _TORQUE_TYPES_H_ #include "platform/types.h" #endif #ifndef _TORQUE_STRING_H_ #include "core/util/str.h" #endif class GFXDevice; /// Mixin for the purpose of tracking GFX resources owned by a GFXDevice. /// /// There are many types of resource that are allocated from a GFXDevice that /// must be participatory in device resets. For instance, all default pool /// DirectX resources have to be involved when the device resets. Render /// targets in all APIs need to unbind themselves when resets happen. /// /// This system is also handy for accounting purposes. For instance, we may /// want to traverse all registered VBs, IBs, Textures, or RTs in order to /// determine what, if any, items are still allocated. This can be used in /// leak reports, memory usage reports, etc. class GFXResource { private: friend class GFXDevice; GFXResource *mPrevResource; GFXResource *mNextResource; GFXDevice *mOwningDevice; /// Helper flag to check new resource allocations bool mFlagged; public: GFXResource(); virtual ~GFXResource(); /// Registers this resource with the given device void registerResourceWithDevice(GFXDevice *device); /// When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT virtual void zombify()=0; /// When called the resource should restore all device sensitive information destroyed by zombify() virtual void resurrect()=0; /// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer virtual const String describeSelf() const = 0; inline GFXResource *getNextResource() const { return mNextResource; } inline GFXResource *getPrevResource() const { return mPrevResource; } inline GFXDevice *getOwningDevice() const { return mOwningDevice; } inline bool isFlagged() { return mFlagged; } inline void setFlag() { mFlagged = true; } inline void clearFlag() { mFlagged = false; } }; #endif