OGLGPUObject.h 2.4 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #pragma once
  24. #include "Ptr.h"
  25. namespace Urho3D
  26. {
  27. class Graphics;
  28. /// Base class for GPU resources.
  29. class GPUObject
  30. {
  31. public:
  32. /// Construct with graphics subsystem pointer.
  33. GPUObject(Graphics* graphics);
  34. /// Destruct. Remove from the Graphics.
  35. virtual ~GPUObject();
  36. /// Mark the GPU resource destroyed on context destruction.
  37. virtual void OnDeviceLost();
  38. /// Recreate the GPU resource and restore data if applicable.
  39. virtual void OnDeviceReset() {}
  40. /// Unconditionally release the GPU resource.
  41. virtual void Release() {}
  42. /// Clear the data lost flag.
  43. void ClearDataLost();
  44. /// Return the graphics subsystem.
  45. Graphics* GetGraphics() const { return graphics_; }
  46. /// Return the object's OpenGL handle.
  47. unsigned GetGPUObject() const { return object_; }
  48. /// Return whether data is lost due to context loss.
  49. bool IsDataLost() const { return dataLost_; }
  50. /// Return whether has pending data assigned while device was lost.
  51. bool HasPendingData() const { return dataPending_; }
  52. protected:
  53. /// Graphics subsystem.
  54. WeakPtr<Graphics> graphics_;
  55. /// Object handle.
  56. unsigned object_;
  57. /// Data lost flag.
  58. bool dataLost_;
  59. /// Data pending flag.
  60. bool dataPending_;
  61. };
  62. }