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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/materialsystem/idebugtextureinfo.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/materialsystem/idebugtextureinfo.h')
| -rw-r--r-- | mp/src/public/materialsystem/idebugtextureinfo.h | 138 |
1 files changed, 69 insertions, 69 deletions
diff --git a/mp/src/public/materialsystem/idebugtextureinfo.h b/mp/src/public/materialsystem/idebugtextureinfo.h index dee72a8b..426486da 100644 --- a/mp/src/public/materialsystem/idebugtextureinfo.h +++ b/mp/src/public/materialsystem/idebugtextureinfo.h @@ -1,69 +1,69 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef IDEBUGTEXTUREINFO_H
-#define IDEBUGTEXTUREINFO_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-class KeyValues;
-
-
-// This interface is actually exported by the shader API DLL.
-#define DEBUG_TEXTURE_INFO_VERSION "DebugTextureInfo001"
-
-
-abstract_class IDebugTextureInfo
-{
-public:
-
- // Use this to turn on the mode where it builds the debug texture list.
- // At the end of the next frame, GetDebugTextureList() will return a valid list of the textures.
- virtual void EnableDebugTextureList( bool bEnable ) = 0;
-
- // If this is on, then it will return all textures that exist, not just the ones that were bound in the last frame.
- // It is required to enable debug texture list to get this.
- virtual void EnableGetAllTextures( bool bEnable ) = 0;
-
- // Use this to get the results of the texture list.
- // Do NOT release the KeyValues after using them.
- // There will be a bunch of subkeys, each with these values:
- // Name - the texture's filename
- // Binds - how many times the texture was bound
- // Format - ImageFormat of the texture
- // Width - Width of the texture
- // Height - Height of the texture
- // It is required to enable debug texture list to get this.
- virtual KeyValues* GetDebugTextureList() = 0;
-
- // Texture memory usage
- enum TextureMemoryType
- {
- MEMORY_RESERVED_MIN = 0,
- MEMORY_BOUND_LAST_FRAME, // sums up textures bound last frame
- MEMORY_TOTAL_LOADED, // total texture memory used
- MEMORY_ESTIMATE_PICMIP_1, // estimate of running with "picmip 1"
- MEMORY_ESTIMATE_PICMIP_2, // estimate of running with "picmip 2"
- MEMORY_RESERVED_MAX
- };
-
- // This returns how much memory was used.
- virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) = 0;
-
- // Use this to determine if texture debug info was computed within last numFramesAllowed frames.
- virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) = 0;
-
- // Enable debug texture rendering when texture binds should not count towards textures
- // used during a frame. Returns the old state of debug texture rendering flag to use
- // it for restoring the mode.
- virtual bool SetDebugTextureRendering( bool bEnable ) = 0;
-
-};
-
-
-#endif // IDEBUGTEXTUREINFO_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef IDEBUGTEXTUREINFO_H +#define IDEBUGTEXTUREINFO_H +#ifdef _WIN32 +#pragma once +#endif + + +class KeyValues; + + +// This interface is actually exported by the shader API DLL. +#define DEBUG_TEXTURE_INFO_VERSION "DebugTextureInfo001" + + +abstract_class IDebugTextureInfo +{ +public: + + // Use this to turn on the mode where it builds the debug texture list. + // At the end of the next frame, GetDebugTextureList() will return a valid list of the textures. + virtual void EnableDebugTextureList( bool bEnable ) = 0; + + // If this is on, then it will return all textures that exist, not just the ones that were bound in the last frame. + // It is required to enable debug texture list to get this. + virtual void EnableGetAllTextures( bool bEnable ) = 0; + + // Use this to get the results of the texture list. + // Do NOT release the KeyValues after using them. + // There will be a bunch of subkeys, each with these values: + // Name - the texture's filename + // Binds - how many times the texture was bound + // Format - ImageFormat of the texture + // Width - Width of the texture + // Height - Height of the texture + // It is required to enable debug texture list to get this. + virtual KeyValues* GetDebugTextureList() = 0; + + // Texture memory usage + enum TextureMemoryType + { + MEMORY_RESERVED_MIN = 0, + MEMORY_BOUND_LAST_FRAME, // sums up textures bound last frame + MEMORY_TOTAL_LOADED, // total texture memory used + MEMORY_ESTIMATE_PICMIP_1, // estimate of running with "picmip 1" + MEMORY_ESTIMATE_PICMIP_2, // estimate of running with "picmip 2" + MEMORY_RESERVED_MAX + }; + + // This returns how much memory was used. + virtual int GetTextureMemoryUsed( TextureMemoryType eTextureMemory ) = 0; + + // Use this to determine if texture debug info was computed within last numFramesAllowed frames. + virtual bool IsDebugTextureListFresh( int numFramesAllowed = 1 ) = 0; + + // Enable debug texture rendering when texture binds should not count towards textures + // used during a frame. Returns the old state of debug texture rendering flag to use + // it for restoring the mode. + virtual bool SetDebugTextureRendering( bool bEnable ) = 0; + +}; + + +#endif // IDEBUGTEXTUREINFO_H |