gfxResource.h
Engine/source/gfx/gfxResource.h
Classes:
class
Mixin for the purpose of tracking GFX resources owned by a GFXDevice.
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 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 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell 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 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GFXRESOURCE_H_ 25#define _GFXRESOURCE_H_ 26 27#ifndef _TORQUE_TYPES_H_ 28#include "platform/types.h" 29#endif 30 31#ifndef _TORQUE_STRING_H_ 32#include "core/util/str.h" 33#endif 34 35class GFXDevice; 36 37/// Mixin for the purpose of tracking GFX resources owned by a GFXDevice. 38/// 39/// There are many types of resource that are allocated from a GFXDevice that 40/// must be participatory in device resets. For instance, all default pool 41/// DirectX resources have to be involved when the device resets. Render 42/// targets in all APIs need to unbind themselves when resets happen. 43/// 44/// This system is also handy for accounting purposes. For instance, we may 45/// want to traverse all registered VBs, IBs, Textures, or RTs in order to 46/// determine what, if any, items are still allocated. This can be used in 47/// leak reports, memory usage reports, etc. 48class GFXResource 49{ 50private: 51 friend class GFXDevice; 52 53 GFXResource *mPrevResource; 54 GFXResource *mNextResource; 55 GFXDevice *mOwningDevice; 56 57 /// Helper flag to check new resource allocations 58 bool mFlagged; 59 60public: 61 GFXResource(); 62 virtual ~GFXResource(); 63 64 /// Registers this resource with the given device 65 void registerResourceWithDevice(GFXDevice *device); 66 67 /// When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT 68 virtual void zombify()=0; 69 70 /// When called the resource should restore all device sensitive information destroyed by zombify() 71 virtual void resurrect()=0; 72 73 /// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer 74 virtual const String describeSelf() const = 0; 75 76 inline GFXResource *getNextResource() const 77 { 78 return mNextResource; 79 } 80 81 inline GFXResource *getPrevResource() const 82 { 83 return mPrevResource; 84 } 85 86 inline GFXDevice *getOwningDevice() const 87 { 88 return mOwningDevice; 89 } 90 91 inline bool isFlagged() 92 { 93 return mFlagged; 94 } 95 96 inline void setFlag() 97 { 98 mFlagged = true; 99 } 100 101 inline void clearFlag() 102 { 103 mFlagged = false; 104 } 105}; 106 107#endif 108