D3D11GPUObject.h 2.1 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
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  22. #pragma once
  23. #include "../../Container/Ptr.h"
  24. namespace Atomic
  25. {
  26. class Graphics;
  27. /// Base class for GPU resources.
  28. class ATOMIC_API GPUObject
  29. {
  30. public:
  31. /// Construct with graphics subsystem pointer.
  32. GPUObject(Graphics* graphics);
  33. /// Destruct. Remove from the graphics subsystem.
  34. virtual ~GPUObject();
  35. /// Unconditionally release the GPU resource.
  36. virtual void Release() { }
  37. /// Clear the data lost flag. No-op on D3D11.
  38. void ClearDataLost() { }
  39. /// Return the graphics subsystem.
  40. Graphics* GetGraphics() const;
  41. /// Return Direct3D object.
  42. void* GetGPUObject() const { return object_; }
  43. /// Return whether data is lost due to device loss. Always false on D3D11.
  44. bool IsDataLost() const { return false; }
  45. /// Return whether has pending data assigned while device was lost. Always false on D3D11.
  46. bool HasPendingData() const { return false; }
  47. protected:
  48. /// Graphics subsystem.
  49. WeakPtr<Graphics> graphics_;
  50. /// Direct3D object.
  51. void* object_;
  52. };
  53. }