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94 lines
4.2 KiB
C++
94 lines
4.2 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#ifndef CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_MEMORY_VRAMDRILLERBUS_H
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#define CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_MEMORY_VRAMDRILLERBUS_H 1
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#include <AzCore/Driller/DrillerBus.h>
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namespace Render
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{
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namespace Debug
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{
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enum VRAMAllocationCategory
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{
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VRAM_CATEGORY_TEXTURE,
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VRAM_CATEGORY_BUFFER,
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VRAM_CATEGORY_MISC,
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VRAM_CATEGORY_NUMBER_CATEGORIES,
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VRAM_CATEGORY_INVALID = VRAM_CATEGORY_NUMBER_CATEGORIES
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};
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enum VRAMAllocationSubcategory
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{
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VRAM_SUBCATEGORY_TEXTURE_RENDERTARGET, // Rendertarget allocations
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VRAM_SUBCATEGORY_TEXTURE_TEXTURE, // Texture resources loaded from a file
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VRAM_SUBCATEGORY_TEXTURE_DYNAMIC, // Texture created dynamically at runtime (staging or CPU-updated)
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VRAM_SUBCATEGORY_BUFFER_VERTEX_BUFFER, // Vertex buffers
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VRAM_SUBCATEGORY_BUFFER_INDEX_BUFFER, // Index buffers
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VRAM_SUBCATEGORY_BUFFER_CONSTANT_BUFFER, // Constant buffers
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VRAM_SUBCATEGORY_BUFFER_OTHER_BUFFER, // Other buffers
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VRAM_SUBCATEGORY_MISC_OTHER, // Other
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VRAM_SUBCATEGORY_NUMBER_SUBCATEGORIES,
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VRAM_SUBCATEGORY_INVALID = VRAM_SUBCATEGORY_NUMBER_SUBCATEGORIES,
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};
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struct VRAMSubcategory
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{
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VRAMSubcategory(VRAMAllocationSubcategory subcategoryId, const char* subcategoryName)
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: m_subcategoryId(subcategoryId)
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, m_subcategoryName(subcategoryName)
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{}
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VRAMAllocationSubcategory m_subcategoryId = VRAM_SUBCATEGORY_INVALID;
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const char* m_subcategoryName = nullptr;
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};
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typedef AZStd::vector<VRAMSubcategory, AZ::OSStdAllocator> VRAMSubCategoryType;
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/**
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* VRAM allocations driller message.
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*
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* We use a driller bus so all messages are sending in exclusive matter no other driller messages
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* can be triggered at that moment, so we already preserve the calling order. You can assume
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* all access code in the driller framework in guarded. You can manually lock the driller mutex are you
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* use by using \ref AZ::Debug::DrillerEBusMutex.
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*/
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class VRAMDrillerMessages
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: public AZ::Debug::DrillerEBusTraits
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{
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public:
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virtual ~VRAMDrillerMessages() {}
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// Register a category with a set of subcategories. A category
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virtual void RegisterCategory(VRAMAllocationCategory category, const char* categoryName, const VRAMSubCategoryType& subcategories) = 0;
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virtual void UnregisterAllCategories() = 0;
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// Functions for registering and unregistering individual VRAM allocations
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virtual void RegisterAllocation(void* address, size_t byteSize, const char* allocationName, VRAMAllocationCategory category, VRAMAllocationSubcategory subcategories) = 0;
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virtual void UnregisterAllocation(void* address) = 0;
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// Query the most up-to-date information about a specific category and subcategory.
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// Returns the category and subcategory names, the number of currently allocated bytes and the current number of allocations
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virtual void GetCurrentVRAMStats(VRAMAllocationCategory category, VRAMAllocationSubcategory subcategory, AZStd::string& categoryName, AZStd::string& subcategoryName, size_t& numberBytesAllocated, size_t& numberAllocations) = 0;
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};
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typedef AZ::EBus<VRAMDrillerMessages> VRAMDrillerBus;
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} // namespace Debug
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} // namespace Render
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#endif // CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_MEMORY_VRAMDRILLERBUS_H
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#pragma once
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