Torque3D/Engine/source/gfx/gfxResource.h
2012-09-19 11:15:01 -04:00

106 lines
3.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _GFXRESOURCE_H_
#define _GFXRESOURCE_H_
#ifndef _TORQUE_TYPES_H_
#include "platform/types.h"
#endif
#ifndef _TORQUE_STRING_H_
#include "core/util/str.h"
#endif
class GFXDevice;
/// Mixin for the purpose of tracking GFX resources owned by a GFXDevice.
///
/// There are many types of resource that are allocated from a GFXDevice that
/// must be participatory in device resets. For instance, all default pool
/// DirectX resources have to be involved when the device resets. Render
/// targets in all APIs need to unbind themselves when resets happen.
///
/// This system is also handy for accounting purposes. For instance, we may
/// want to traverse all registered VBs, IBs, Textures, or RTs in order to
/// determine what, if any, items are still allocated. This can be used in
/// leak reports, memory usage reports, etc.
class GFXResource
{
private:
friend class GFXDevice;
GFXResource *mPrevResource;
GFXResource *mNextResource;
GFXDevice *mOwningDevice;
/// Helper flag to check new resource allocations
bool mFlagged;
public:
GFXResource();
virtual ~GFXResource();
/// Registers this resource with the given device
void registerResourceWithDevice(GFXDevice *device);
/// When called the resource should destroy all device sensitive information (e.g. D3D resources in D3DPOOL_DEFAULT
virtual void zombify()=0;
/// When called the resource should restore all device sensitive information destroyed by zombify()
virtual void resurrect()=0;
/// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer
virtual const String describeSelf() const = 0;
inline GFXResource *getNextResource() const
{
return mNextResource;
}
inline GFXResource *getPrevResource() const
{
return mPrevResource;
}
inline GFXDevice *getOwningDevice() const
{
return mOwningDevice;
}
inline bool isFlagged()
{
return mFlagged;
}
inline void setFlag()
{
mFlagged = true;
}
inline void clearFlag()
{
mFlagged = false;
}
};
#endif