6e8fbca745
match the genesis editor version 1.3.0.653.
131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
/****************************************************************************
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Copyright (c) 2007, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef RENDERRESOURCE_H_
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#define RENDERRESOURCE_H_
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#include "core/refcounted.h"
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//------------------------------------------------------------------------------
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namespace RenderBase
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{
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class RenderResource : public Core::RefCounted
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{
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__DeclareClass(RenderResource);
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public:
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/// resource usage flags
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enum Usage
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{
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UsageImmutable, //> can only be read by GPU, not written, cannot be accessed by CPU
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UsageDynamic, //> can only be read by GPU, can only be written by CPU
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UsageCpu, //> a resource which is only accessible by the CPU and can't be used for rendering
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};
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// cpu access flags
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enum Access
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{
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AccessNone, // CPU does not require access to the resource (best)
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AccessWrite, // CPU has write access
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AccessRead, // CPU has read access
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AccessReadWrite, // CPU has read/write access
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};
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// mapping types
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enum MapType
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{
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MapRead, // gain read access, must be UsageDynamic and AccessRead
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MapWrite, // gain write access, must be UsageDynamic and AccessWrite
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MapReadWrite, // gain read/write access, must be UsageDynamic and AccessReadWrite
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MapWriteDiscard, // gain write access, discard previous content, must be UsageDynamic and AccessWrite
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MapWriteNoOverwrite, // gain write access, must be UsageDynamic and AccessWrite, see D3D10 docs for details
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};
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/// constructor
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RenderResource();
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/// destructor
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virtual ~RenderResource();
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virtual void OnDeviceLost();
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virtual void OnDeviceReset();
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/// set resource usage type
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void SetUsage(Usage usage);
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/// get resource usage type
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Usage GetUsage() const;
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/// set resource cpu access type
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void SetAccess(Access access);
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/// get cpu access type
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Access GetAccess() const;
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protected:
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void copyFrom(const RenderResource& rr);
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Usage usage;
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Access access;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderResource::SetUsage(Usage u)
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{
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this->usage = u;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline RenderResource::Usage
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RenderResource::GetUsage() const
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{
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return this->usage;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderResource::SetAccess(Access a)
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{
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this->access = a;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline RenderResource::Access
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RenderResource::GetAccess() const
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{
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return this->access;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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RenderResource::copyFrom(const RenderResource& rr)
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{
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this->access = rr.access;
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this->usage = rr.usage;
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}
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} // namespace RenderBase
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//------------------------------------------------------------------------------
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#endif//RENDERRESOURCE_H_
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