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35 lines
1.2 KiB
35 lines
1.2 KiB
//========= 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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