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36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: tracks VB allocations (and compressed/uncompressed vertex memory usage)
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//
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//===========================================================================//
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#ifndef IVBALLOCTRACKER_H
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#define IVBALLOCTRACKER_H
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#include "materialsystem/imaterialsystem.h"
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// By default, only enable this alloc tracking for a debug shaderapidx*.dll
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// (it uses about 0.25MB to track ~7000 allocations)
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#if defined(_DEBUG)
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#define ENABLE_VB_ALLOC_TRACKER 1
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#else
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#define ENABLE_VB_ALLOC_TRACKER 0
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#endif
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// This interface is actually exported by the shader API DLL.
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#define VB_ALLOC_TRACKER_INTERFACE_VERSION "VBAllocTracker001"
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// Interface to the VB mem alloc tracker
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abstract_class IVBAllocTracker
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{
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public:
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// This should be called wherever VertexBuffers are allocated
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virtual void CountVB( void * buffer, bool isDynamic, int bufferSize, int vertexSize, VertexFormat_t fmt ) = 0;
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// This should be called wherever VertexBuffers are freed
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virtual void UnCountVB( void * buffer ) = 0;
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// Track mesh allocations (set this before an allocation, clear it after)
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virtual bool TrackMeshAllocations( const char * allocatorName ) = 0;
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};
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#endif // IVBALLOCTRACKER_H
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