OgreD3D9ResourceManager.h
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00001 /*
00002 -----------------------------------------------------------------------------
00003 This source file is part of OGRE
00004 (Object-oriented Graphics Rendering Engine)
00005 For the latest info, see http://www.ogre3d.org/
00006 
00007 Copyright (c) 2000-2012 Torus Knot Software Ltd
00008 
00009 Permission is hereby granted, free of charge, to any person obtaining a copy
00010 of this software and associated documentation files (the "Software"), to deal
00011 in the Software without restriction, including without limitation the rights
00012 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
00013 copies of the Software, and to permit persons to whom the Software is
00014 furnished to do so, subject to the following conditions:
00015 
00016 The above copyright notice and this permission notice shall be included in
00017 all copies or substantial portions of the Software.
00018 
00019 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
00020 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
00021 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
00022 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
00023 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
00024 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
00025 THE SOFTWARE.
00026 -----------------------------------------------------------------------------
00027 */
00028 #ifndef __D3D9ResourceManager_H__
00029 #define __D3D9ResourceManager_H__
00030 
00031 #include "OgreD3D9Prerequisites.h"
00032 
00033 namespace Ogre {
00034 
00035     enum D3D9ResourceCreationPolicy
00036     {
00037         // Creates the rendering resource on the current active device that needs it.
00038         // This policy should be used when video memory consumption should be minimized but
00039         // it might cause some performance issues when using loader resource thread since
00040         // a resource that was not created on specified device will be created on demand during
00041         // the rendering process and might cause the FPS to drop down. 
00042         RCP_CREATE_ON_ACTIVE_DEVICE,
00043 
00044         // Create the rendering resource on every existing device.      
00045         // This policy should be used when working intensively with a background loader thread.
00046         // In that case when multiple devices exist, the resource will be created on each device
00047         // and will be ready to use in the rendering thread. 
00048         // The draw back can be some video memory waste in case that each device render different
00049         // scene and doesn't really need all the resources.
00050         RCP_CREATE_ON_ALL_DEVICES
00051     };
00052     
00053     class _OgreD3D9Export D3D9ResourceManager : public ResourceAlloc
00054     {
00055 
00056     // Interface.
00057     public:
00058 
00059         // Called immediately after the Direct3D device has been created.
00060         void notifyOnDeviceCreate   (IDirect3DDevice9* d3d9Device);
00061 
00062         // Called before the Direct3D device is going to be destroyed.
00063         void notifyOnDeviceDestroy  (IDirect3DDevice9* d3d9Device);
00064 
00065         // Called immediately after the Direct3D device has entered a lost state.
00066         void notifyOnDeviceLost     (IDirect3DDevice9* d3d9Device);
00067 
00068         // Called immediately after the Direct3D device has been reset.
00069         void notifyOnDeviceReset    (IDirect3DDevice9* d3d9Device);
00070 
00071         // Called when device state is changing. Access to any device should be locked.
00072         // Relevant for multi thread application.
00073         void lockDeviceAccess       ();
00074 
00075         // Called when device state change completed. Access to any device is allowed.
00076         // Relevant for multi thread application.
00077         void unlockDeviceAccess     ();
00078         
00079         D3D9ResourceManager         ();
00080         ~D3D9ResourceManager        ();     
00081 
00082         void                        setCreationPolicy   (D3D9ResourceCreationPolicy creationPolicy);
00083         D3D9ResourceCreationPolicy  getCreationPolicy   () const;
00084 
00092         void                        setAutoHardwareBufferManagement(bool autoManagement) { mAutoHardwareBufferManagement = autoManagement; }
00093         bool                        getAutoHardwareBufferManagement() const { return mAutoHardwareBufferManagement; }
00094 
00095     // Friends.
00096     protected:
00097         friend class D3D9Resource;
00098     
00099     // Types.
00100     protected:
00101         typedef set<D3D9Resource*>::type        ResourceContainer;
00102         typedef ResourceContainer::iterator     ResourceContainerIterator;
00103 
00104     // Protected methods.
00105     protected:
00106         
00107         // Called when new resource created.
00108         void _notifyResourceCreated     (D3D9Resource* pResource);
00109 
00110         // Called when resource is about to be destroyed.
00111         void _notifyResourceDestroyed   (D3D9Resource* pResource);
00112                 
00113 
00114     // Attributes.
00115     protected:      
00116         OGRE_MUTEX(mResourcesMutex)
00117         ResourceContainer           mResources;
00118         D3D9ResourceCreationPolicy  mResourceCreationPolicy;
00119         long                        mDeviceAccessLockCount;     
00120         bool                        mAutoHardwareBufferManagement;
00121     };
00122 }
00123 
00124 #endif

Copyright © 2012 Torus Knot Software Ltd
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This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Sun Sep 2 2012 07:27:21