00001 /* 00002 ----------------------------------------------------------------------------- 00003 This source file is part of OGRE 00004 (Object-oriented Graphics Rendering Engine) 00005 For the latest info, see http://www.ogre3d.org/ 00006 00007 Copyright (c) 2000-2012 Torus Knot Software Ltd 00008 00009 Permission is hereby granted, free of charge, to any person obtaining a copy 00010 of this software and associated documentation files (the "Software"), to deal 00011 in the Software without restriction, including without limitation the rights 00012 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 00013 copies of the Software, and to permit persons to whom the Software is 00014 furnished to do so, subject to the following conditions: 00015 00016 The above copyright notice and this permission notice shall be included in 00017 all copies or substantial portions of the Software. 00018 00019 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 00020 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00021 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 00022 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 00023 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 00024 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 00025 THE SOFTWARE. 00026 ----------------------------------------------------------------------------- 00027 */ 00028 #ifndef __D3D9ResourceManager_H__ 00029 #define __D3D9ResourceManager_H__ 00030 00031 #include "OgreD3D9Prerequisites.h" 00032 00033 namespace Ogre { 00034 00035 enum D3D9ResourceCreationPolicy 00036 { 00037 // Creates the rendering resource on the current active device that needs it. 00038 // This policy should be used when video memory consumption should be minimized but 00039 // it might cause some performance issues when using loader resource thread since 00040 // a resource that was not created on specified device will be created on demand during 00041 // the rendering process and might cause the FPS to drop down. 00042 RCP_CREATE_ON_ACTIVE_DEVICE, 00043 00044 // Create the rendering resource on every existing device. 00045 // This policy should be used when working intensively with a background loader thread. 00046 // In that case when multiple devices exist, the resource will be created on each device 00047 // and will be ready to use in the rendering thread. 00048 // The draw back can be some video memory waste in case that each device render different 00049 // scene and doesn't really need all the resources. 00050 RCP_CREATE_ON_ALL_DEVICES 00051 }; 00052 00053 class _OgreD3D9Export D3D9ResourceManager : public ResourceAlloc 00054 { 00055 00056 // Interface. 00057 public: 00058 00059 // Called immediately after the Direct3D device has been created. 00060 void notifyOnDeviceCreate (IDirect3DDevice9* d3d9Device); 00061 00062 // Called before the Direct3D device is going to be destroyed. 00063 void notifyOnDeviceDestroy (IDirect3DDevice9* d3d9Device); 00064 00065 // Called immediately after the Direct3D device has entered a lost state. 00066 void notifyOnDeviceLost (IDirect3DDevice9* d3d9Device); 00067 00068 // Called immediately after the Direct3D device has been reset. 00069 void notifyOnDeviceReset (IDirect3DDevice9* d3d9Device); 00070 00071 // Called when device state is changing. Access to any device should be locked. 00072 // Relevant for multi thread application. 00073 void lockDeviceAccess (); 00074 00075 // Called when device state change completed. Access to any device is allowed. 00076 // Relevant for multi thread application. 00077 void unlockDeviceAccess (); 00078 00079 D3D9ResourceManager (); 00080 ~D3D9ResourceManager (); 00081 00082 void setCreationPolicy (D3D9ResourceCreationPolicy creationPolicy); 00083 D3D9ResourceCreationPolicy getCreationPolicy () const; 00084 00092 void setAutoHardwareBufferManagement(bool autoManagement) { mAutoHardwareBufferManagement = autoManagement; } 00093 bool getAutoHardwareBufferManagement() const { return mAutoHardwareBufferManagement; } 00094 00095 // Friends. 00096 protected: 00097 friend class D3D9Resource; 00098 00099 // Types. 00100 protected: 00101 typedef set<D3D9Resource*>::type ResourceContainer; 00102 typedef ResourceContainer::iterator ResourceContainerIterator; 00103 00104 // Protected methods. 00105 protected: 00106 00107 // Called when new resource created. 00108 void _notifyResourceCreated (D3D9Resource* pResource); 00109 00110 // Called when resource is about to be destroyed. 00111 void _notifyResourceDestroyed (D3D9Resource* pResource); 00112 00113 00114 // Attributes. 00115 protected: 00116 OGRE_MUTEX(mResourcesMutex) 00117 ResourceContainer mResources; 00118 D3D9ResourceCreationPolicy mResourceCreationPolicy; 00119 long mDeviceAccessLockCount; 00120 bool mAutoHardwareBufferManagement; 00121 }; 00122 } 00123 00124 #endif
Copyright © 2012 Torus Knot Software Ltd
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Last modified Sun Sep 2 2012 07:27:21