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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/materialsystem/idebugtextureinfo.h
parentMark some more files as text. (diff)
downloadsource-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.h138
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