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Engine directory for ticket #1
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Engine/source/gfx/gfxResource.h
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Engine/source/gfx/gfxResource.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXRESOURCE_H_
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#define _GFXRESOURCE_H_
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#ifndef _TORQUE_TYPES_H_
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#include "platform/types.h"
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#endif
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#ifndef _TORQUE_STRING_H_
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#include "core/util/str.h"
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#endif
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class GFXDevice;
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/// Mixin for the purpose of tracking GFX resources owned by a GFXDevice.
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///
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/// There are many types of resource that are allocated from a GFXDevice that
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/// must be participatory in device resets. For instance, all default pool
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/// DirectX resources have to be involved when the device resets. Render
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/// targets in all APIs need to unbind themselves when resets happen.
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///
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/// This system is also handy for accounting purposes. For instance, we may
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/// want to traverse all registered VBs, IBs, Textures, or RTs in order to
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/// determine what, if any, items are still allocated. This can be used in
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/// leak reports, memory usage reports, etc.
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class GFXResource
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{
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private:
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friend class GFXDevice;
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GFXResource *mPrevResource;
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GFXResource *mNextResource;
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GFXDevice *mOwningDevice;
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/// Helper flag to check new resource allocations
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bool mFlagged;
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public:
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GFXResource();
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virtual ~GFXResource();
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/// Registers this resource with the given device
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void registerResourceWithDevice(GFXDevice *device);
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/// When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT
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virtual void zombify()=0;
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/// When called the resource should restore all device sensitive information destroyed by zombify()
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virtual void resurrect()=0;
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/// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer
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virtual const String describeSelf() const = 0;
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inline GFXResource *getNextResource() const
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{
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return mNextResource;
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}
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inline GFXResource *getPrevResource() const
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{
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return mPrevResource;
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}
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inline GFXDevice *getOwningDevice() const
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{
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return mOwningDevice;
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}
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inline bool isFlagged()
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{
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return mFlagged;
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}
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inline void setFlag()
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{
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mFlagged = true;
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}
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inline void clearFlag()
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{
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mFlagged = false;
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}
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};
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#endif
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