Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Revision: $
// $NoKeywords: $
//
// This file contains a little interface to deal with pooled vertex buffer allocations
// (which is used to allow multiple meshes to own sub-ranges within a single vertex buffer)
//
//=============================================================================//
#ifndef IPOOLEDVBALLOCATOR_H
#define IPOOLEDVBALLOCATOR_H
//-----------------------------------------------------------------------------
// Pooled VB allocator abstract base class
//-----------------------------------------------------------------------------
abstract_class IPooledVBAllocator
{
public:
virtual ~IPooledVBAllocator() {};
// Allocate the shared vertex buffer
virtual bool Init( VertexFormat_t format, int numVerts ) = 0;
// Free the shared vertex buffer (after Deallocate is called for all sub-allocs)
virtual void Clear() = 0;
// Get the shared mesh (vertex buffer) from which sub-allocations are made
virtual IMesh *GetSharedMesh() = 0;
// Get a pointer to the start of the vertex buffer data
virtual void *GetVertexBufferBase() = 0;
virtual int GetNumVertsAllocated() = 0;
// Allocate a sub-range of 'numVerts' from free space in the shared vertex buffer
// (returns the byte offset from the start of the VB to the new allocation)
virtual int Allocate( int numVerts ) = 0;
virtual void Deallocate( int offset, int numVerts ) = 0;
};
#endif // IPOOLEDVBALLOCATOR_H