// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../Container/Ptr.h" namespace Atomic { class Graphics; /// API-specific GPU object representation. union GPUObjectHandle { /// Object pointer (Direct3D.) void* ptr_; /// Object name (OpenGL.) unsigned name_; }; /// Base class for GPU resources. class ATOMIC_API GPUObject { public: /// Construct with graphics subsystem pointer. GPUObject(Graphics* graphics); /// Destruct. Remove from the Graphics. virtual ~GPUObject(); /// Mark the GPU resource destroyed on graphics context destruction. virtual void OnDeviceLost(); /// Recreate the GPU resource and restore data if applicable. virtual void OnDeviceReset(); /// Unconditionally release the GPU resource. virtual void Release(); /// Clear the data lost flag. void ClearDataLost(); /// Return the graphics subsystem associated with this GPU object. Graphics* GetGraphics() const; /// Return the object pointer. Applicable only on Direct3D. void* GetGPUObject() const { return object_.ptr_; } /// Return the object name. Applicable only on OpenGL. unsigned GetGPUObjectName() const { return object_.name_; } /// Return whether data is lost due to context loss. bool IsDataLost() const { return dataLost_; } /// Return whether has pending data assigned while graphics context was lost. bool HasPendingData() const { return dataPending_; } protected: /// Graphics subsystem. WeakPtr graphics_; /// Object pointer or name. GPUObjectHandle object_; /// Data lost flag. bool dataLost_; /// Data pending flag. bool dataPending_; }; }