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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef TEXTUREHEAP_H
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#define TEXTUREHEAP_H
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#if defined( _X360 )
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#include "locald3dtypes.h"
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class CTextureHeap
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{
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public:
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IDirect3DTexture *AllocTexture( int width, int height, int levels, DWORD usage, D3DFORMAT format, bool bFallback, bool bNoD3DMemory );
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IDirect3DCubeTexture *AllocCubeTexture( int width, int levels, DWORD usage, D3DFORMAT format, bool bFallback, bool bNoD3DMemory );
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IDirect3DVolumeTexture *AllocVolumeTexture( int width, int height, int depth, int levels, DWORD usage, D3DFORMAT format );
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IDirect3DSurface *AllocRenderTargetSurface( int width, int height, D3DFORMAT format, bool bMultiSample = false , int base = -1);
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// Perform the real d3d allocation, returns true if succesful, false otherwise.
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// Only valid for a texture created with no d3d bits, otherwise no-op.
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bool AllocD3DMemory( IDirect3DBaseTexture *pTexture );
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// Release header and d3d bits.
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void FreeTexture( IDirect3DBaseTexture *pTexture );
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// Returns the amount of memory needed or allocated for the texture.
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int GetSize( IDirect3DBaseTexture *pTexture );
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// Crunch the heap.
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void Compact();
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// Get current backbuffer multisample type
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D3DMULTISAMPLE_TYPE GetBackBufferMultiSampleType();
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};
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extern CTextureHeap g_TextureHeap;
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#endif
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#endif // TEXTUREHEAP_H
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