/**************************************************************************** Copyright (c) 2007, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef RENDERRESOURCE_H_ #define RENDERRESOURCE_H_ #include "core/refcounted.h" //------------------------------------------------------------------------------ namespace RenderBase { class RenderResource : public Core::RefCounted { __DeclareClass(RenderResource); public: /// resource usage flags enum Usage { UsageImmutable, //> can only be read by GPU, not written, cannot be accessed by CPU UsageDynamic, //> can only be read by GPU, can only be written by CPU UsageCpu, //> a resource which is only accessible by the CPU and can't be used for rendering }; // cpu access flags enum Access { AccessNone, // CPU does not require access to the resource (best) AccessWrite, // CPU has write access AccessRead, // CPU has read access AccessReadWrite, // CPU has read/write access }; // mapping types enum MapType { MapRead, // gain read access, must be UsageDynamic and AccessRead MapWrite, // gain write access, must be UsageDynamic and AccessWrite MapReadWrite, // gain read/write access, must be UsageDynamic and AccessReadWrite MapWriteDiscard, // gain write access, discard previous content, must be UsageDynamic and AccessWrite MapWriteNoOverwrite, // gain write access, must be UsageDynamic and AccessWrite, see D3D10 docs for details }; /// constructor RenderResource(); /// destructor virtual ~RenderResource(); virtual void OnDeviceLost(); virtual void OnDeviceReset(); /// set resource usage type void SetUsage(Usage usage); /// get resource usage type Usage GetUsage() const; /// set resource cpu access type void SetAccess(Access access); /// get cpu access type Access GetAccess() const; protected: void copyFrom(const RenderResource& rr); Usage usage; Access access; }; //------------------------------------------------------------------------------ /** */ inline void RenderResource::SetUsage(Usage u) { this->usage = u; } //------------------------------------------------------------------------------ /** */ inline RenderResource::Usage RenderResource::GetUsage() const { return this->usage; } //------------------------------------------------------------------------------ /** */ inline void RenderResource::SetAccess(Access a) { this->access = a; } //------------------------------------------------------------------------------ /** */ inline RenderResource::Access RenderResource::GetAccess() const { return this->access; } //------------------------------------------------------------------------------ /** */ inline void RenderResource::copyFrom(const RenderResource& rr) { this->access = rr.access; this->usage = rr.usage; } } // namespace RenderBase //------------------------------------------------------------------------------ #endif//RENDERRESOURCE_H_