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