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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/materialsystem/ivballoctracker.h
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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