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2020-08-04 13:13:01 -04:00

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C++

//========= 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