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Object-Oriented Graphics Rendering Engine
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OgreD3D9ResourceManager.h
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1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
6 
7 Copyright (c) 2000-2014 Torus Knot Software Ltd
8 
9 Permission is hereby granted, free of charge, to any person obtaining a copy
10 of this software and associated documentation files (the "Software"), to deal
11 in the Software without restriction, including without limitation the rights
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14 furnished to do so, subject to the following conditions:
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16 The above copyright notice and this permission notice shall be included in
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19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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26 -----------------------------------------------------------------------------
27 */
28 #ifndef __D3D9ResourceManager_H__
29 #define __D3D9ResourceManager_H__
30 
31 #include "OgreD3D9Prerequisites.h"
32 
33 namespace Ogre {
34 
36  {
37  // Creates the rendering resource on the current active device that needs it.
38  // This policy should be used when video memory consumption should be minimized but
39  // it might cause some performance issues when using loader resource thread since
40  // a resource that was not created on specified device will be created on demand during
41  // the rendering process and might cause the FPS to drop down.
43 
44  // Create the rendering resource on every existing device.
45  // This policy should be used when working intensively with a background loader thread.
46  // In that case when multiple devices exist, the resource will be created on each device
47  // and will be ready to use in the rendering thread.
48  // The draw back can be some video memory waste in case that each device render different
49  // scene and doesn't really need all the resources.
51  };
52 
54  {
55 
56  // Interface.
57  public:
58 
59  // Called immediately after the Direct3D device has been created.
60  void notifyOnDeviceCreate (IDirect3DDevice9* d3d9Device);
61 
62  // Called before the Direct3D device is going to be destroyed.
63  void notifyOnDeviceDestroy (IDirect3DDevice9* d3d9Device);
64 
65  // Called immediately after the Direct3D device has entered a lost state.
66  void notifyOnDeviceLost (IDirect3DDevice9* d3d9Device);
67 
68  // Called immediately after the Direct3D device has been reset.
69  void notifyOnDeviceReset (IDirect3DDevice9* d3d9Device);
70 
71  // Called when device state is changing. Access to any device should be locked.
72  // Relevant for multi thread application.
73  void lockDeviceAccess ();
74 
75  // Called when device state change completed. Access to any device is allowed.
76  // Relevant for multi thread application.
77  void unlockDeviceAccess ();
78 
81 
82  void setCreationPolicy (D3D9ResourceCreationPolicy creationPolicy);
83  D3D9ResourceCreationPolicy getCreationPolicy () const;
84 
92  void setAutoHardwareBufferManagement(bool autoManagement) { mAutoHardwareBufferManagement = autoManagement; }
93  bool getAutoHardwareBufferManagement() const { return mAutoHardwareBufferManagement; }
94 
95  // Friends.
96  protected:
97  friend class D3D9Resource;
98 
99  // Types.
100  protected:
102  typedef ResourceContainer::iterator ResourceContainerIterator;
103 
104  // Protected methods.
105  protected:
106 
107  // Called when new resource created.
108  void _notifyResourceCreated (D3D9Resource* pResource);
109 
110  // Called when resource is about to be destroyed.
111  void _notifyResourceDestroyed (D3D9Resource* pResource);
112 
113 
114  // Attributes.
115  protected:
116  OGRE_MUTEX(mResourcesMutex);
121  };
122 }
123 
124 #endif
#define OGRE_MUTEX(name)
D3D9ResourceCreationPolicy mResourceCreationPolicy
set< D3D9Resource * >::type ResourceContainer
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
#define _OgreD3D9Export
void setAutoHardwareBufferManagement(bool autoManagement)
Set/Get automatic hardware buffers management.
ResourceContainer::iterator ResourceContainerIterator
Represents a Direct3D rendering resource.