Team Fortress 2 Source Code as on 22/4/2020
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//========= 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