//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef HARDWAREMATRIXSTATE_H #define HARDWAREMATRIXSTATE_H #pragma once // This emulates the hardware matrix palette and keeps up with // matrix usage, LRU's matrices, etc. class CHardwareMatrixState { public: CHardwareMatrixState(); void Init( int numHardwareMatrices ); // return false if there is no slot for this matrix. bool AllocateMatrix( int globalMatrixID ); // deallocate the least recently used matrix void DeallocateLRU( void ); void DeallocateLRU( int n ); // return true if a matrix is allocate. bool IsMatrixAllocated( int globalMatrixID ) const; // flush usage flags - signifies that none of the matrices are being used in the current strip // do this when starting a new strip. void SetAllUnused(); void DeallocateAll(); // save the complete state of the hardware matrices void SaveState(); // restore the complete state of the hardware matrices void RestoreState(); // Returns the number of free + unsed matrices int AllocatedMatrixCount() const; int FreeMatrixCount() const; int GetNthBoneGlobalID( int n ) const; void DumpState( void ); private: int FindHardwareMatrix( int globalMatrixID ); int FindLocalLRUIndex( void ); // Increment and return LRU counter. struct MatrixState_t { bool allocated; int lastUsageID; int globalMatrixID; }; int m_LRUCounter; int m_NumMatrices; int m_AllocatedMatrices; MatrixState_t *m_matrixState; MatrixState_t *m_savedMatrixState; }; #endif // HARDWAREMATRIXSTATE_H