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- //-----------------------------------------------------------------------------
- // 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
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