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ParaEngine::ParaVertexBufferPool Class Reference

pool of vertex buffer object. More...

#include <ParaVertexBufferPool.h>

Inheritance diagram for ParaEngine::ParaVertexBufferPool:
ParaEngine::AssetEntity ParaEngine::IAttributeFields ParaEngine::IObject ParaEngine::CRefCounted

Public Member Functions

 ParaVertexBufferPool (const AssetKey &key)
 
 ATTRIBUTE_DEFINE_CLASS (ParaVertexBufferPool)
 
virtual int InstallFields (CAttributeClass *pClass, bool bOverride)
 this class should be implemented if one wants to add new attribute. More...
 
 ATTRIBUTE_METHOD1 (ParaVertexBufferPool, GetFullSizedBufferSize_s, int *)
 
 ATTRIBUTE_METHOD1 (ParaVertexBufferPool, SetFullSizedBufferSize_s, int)
 
 ATTRIBUTE_METHOD1 (ParaVertexBufferPool, GetMaxPooledCount_s, int *)
 
 ATTRIBUTE_METHOD1 (ParaVertexBufferPool, SetMaxPooledCount_s, int)
 
 ATTRIBUTE_METHOD1 (ParaVertexBufferPool, GetActiveBufferCount_s, int *)
 
 ATTRIBUTE_METHOD1 (ParaVertexBufferPool, GetTotalBufferCount_s, int *)
 
 ATTRIBUTE_METHOD1 (ParaVertexBufferPool, GetTotalBufferBytes_s, int *)
 
uint32 GetFullSizedBufferSize () const
 
void SetFullSizedBufferSize (uint32 val)
 
uint32 GetMaxPooledCount () const
 
void SetMaxPooledCount (uint32 val)
 
size_t GetTotalBufferBytes (bool bRecalculate=false)
 
int GetActiveBufferCount () const
 
int GetTotalBufferCount () const
 including active and unused buffer count. More...
 
ParaVertexBufferCreateBuffer (uint32 nBufferSize, DWORD dwFormat=0, DWORD dwUsage=0, D3DPOOL dwPool=D3DPOOL_MANAGED)
 recreate the buffer based on the new size. More...
 
void ReleaseBuffer (ParaVertexBuffer *pBuffer)
 release the buffer. More...
 
void TickCache ()
 called between render tick to release some cached pool object if needed. More...
 
virtual void Cleanup ()
 clear all pooled objects. More...
 
virtual HRESULT RendererRecreated ()
 callback of listening the event that renderer was recreated on Android/WP8 all opengl related id has already become invalid at this time, no need to release them, just recreate them all in this function.
 
- Public Member Functions inherited from ParaEngine::AssetEntity
 AssetEntity (const AssetKey &key)
 
 ATTRIBUTE_DEFINE_CLASS (AssetEntity)
 
 ATTRIBUTE_METHOD1 (AssetEntity, GetLocalFileName_s, const char **)
 
 ATTRIBUTE_METHOD1 (AssetEntity, SetLocalFileName_s, const char *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, GetRemoteAssetURL_s, const char **)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsValid_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsLoaded_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsLocked_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, IsInitialized_s, bool *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, GetState_s, int *)
 
 ATTRIBUTE_METHOD1 (AssetEntity, SetState_s, int)
 
virtual AssetType GetType ()
 
virtual const std::string & GetIdentifier ()
 
virtual bool AutoSync (bool bForceSync=false, bool bLazyLoading=true)
 call this function to automatically sync with the remote server according to current asset state More...
 
virtual void Refresh (const char *sFilename=NULL, bool bLazyLoad=false)
 refresh the asset from local disk. More...
 
virtual const string & GetLocalFileName ()
 the actual local file name. More...
 
virtual void SetLocalFileName (const char *sFileName)
 
virtual string GetRemoteAssetURL ()
 get the remote server url of this asset. More...
 
virtual CParameterBlockGetParamBlock (bool bCreateIfNotExist=false)
 get effect parameter block with this object. More...
 
bool IsValid ()
 whether this is a valid resource object. More...
 
bool IsInitialized ()
 whether initialized. More...
 
virtual bool IsLoaded ()
 most assets are loaded asynchronously. More...
 
virtual int Release ()
 call this function to safely release this asset. More...
 
AssetKeyGetKey ()
 return the key object. More...
 
AssetState GetState ()
 return the asset state. More...
 
void SetState (AssetState state)
 set the asset state. More...
 
virtual IAttributeFieldsGetAttributeObject ()
 get the attribute object of this asset. More...
 
virtual HRESULT InitDeviceObjects ()
 
virtual HRESULT RestoreDeviceObjects ()
 
virtual HRESULT InvalidateDeviceObjects ()
 
virtual HRESULT DeleteDeviceObjects ()
 
void LoadAsset ()
 load asset. More...
 
void UnloadAsset ()
 unload asset. More...
 
void GarbageCollectMe ()
 if its reference count is zero, unload this asset object. More...
 
bool IsLocked ()
 whether this is a locked resource resource. More...
 
virtual bool Lock (int nMethod=0)
 Lock the object. More...
 
virtual void UnLock ()
 UnLock the object.
 
virtual bool GetBoundingBox (Vector3 *pMin, Vector3 *pMax)
 Get AABB bounding box of the asset object. More...
 
- Public Member Functions inherited from ParaEngine::IAttributeFields
virtual int GetAttributeClassID ()
 attribute class ID should be identical, unless one knows how overriding rules work. More...
 
virtual const char * GetAttributeClassName ()
 a static string, describing the attribute class object's name
 
virtual const char * GetAttributeClassDescription ()
 a static string, describing the attribute class object
 
virtual int GetChildAttributeColumnCount ()
 we support multi-dimensional child object. More...
 
virtual int GetChildAttributeObjectCount (int nColumnIndex=0)
 get the number of child objects (row count) in the given column. More...
 
virtual IAttributeFieldsGetChildAttributeObject (int nRowIndex, int nColumnIndex=0)
 
virtual IAttributeFieldsGetChildAttributeObject (const std::string &sName)
 get attribute by child object. More...
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *)
 
 ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s)
 
 ATTRIBUTE_METHOD (IAttributeFields, AddRef_s)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int)
 
 ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *)
 
 ATTRIBUTE_METHOD (IAttributeFields, Release_s)
 
virtual void SetIdentifier (const std::string &sID)
 
virtual bool IsModified ()
 whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More...
 
virtual void SetModified (bool bModified)
 set whether any field has been modified. More...
 
virtual bool ValidateFields ()
 validate all fields and return true if validation passed. More...
 
virtual string GetValidationMessage ()
 get the recent validation message due to the most recent call to ValidateFields()
 
virtual bool ResetField (int nFieldID)
 Reset the field to its initial or default value. More...
 
virtual bool InvokeEditor (int nFieldID, const std::string &sParameters)
 Invoke an (external) editor for a given field. More...
 
virtual bool AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0)
 add child object. More...
 
virtual void * QueryObjectByName (const std::string &sObjectType)
 convert to object of a given type. More...
 
virtual void * QueryObject (int nObjectType)
 convert to object of a given type. More...
 
virtual int GetTime ()
 get the current local time in case it is animated in milli seconds frames. More...
 
virtual void SetTime (int nTime)
 
virtual CDynamicAttributeFieldGetDynamicField (const std::string &sName)
 Get a dynamic field with a given name. More...
 
virtual CDynamicAttributeFieldGetDynamicField (int nIndex)
 Get a dynamic field with a given index. More...
 
virtual const char * GetDynamicFieldNameByIndex (int nIndex)
 get field name by index
 
virtual int GetDynamicFieldCount ()
 how many dynamic field this object currently have. More...
 
virtual int SetDynamicField (const std::string &sName, const CVariable &value)
 set a dynamic field with a given name. More...
 
virtual int AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType)
 add dynamic field and return field index
 
virtual void RemoveAllDynamicFields ()
 remove all dynamic fields
 
virtual int SaveDynamicFieldsToString (std::string &output)
 save only text dynamic fields to fieldname = value text strings. More...
 
virtual int LoadDynamicFieldsFromString (const std::string &input)
 load only text dynamic fields from string More...
 
CAttributeClassGetAttributeClass ()
 get the main attribute class object. More...
 
void PrintObject ()
 print the content of this object to a text file at temp/doc/[ClassName].txt. More...
 
- Public Member Functions inherited from ParaEngine::IObject
virtual void Clone (IObject *obj) const
 Clone the object's contains to a pointer. More...
 
virtual IObjectClone () const
 Clone the object's contains and return a pointer to the newly created object. More...
 
virtual bool Equals (const IObject *obj) const
 Compare the object with another object. More...
 
virtual const ITypeGetType () const
 
virtual std::string ToString () const
 
WeakPtr_typeGetWeakReference ()
 get weak reference object. More...
 
virtual int ProcessObjectEvent (const ObjectEvent &event)
 this function is only used to backward compatibility of ParaObject:AddEvent() function. More...
 
- Public Member Functions inherited from ParaEngine::CRefCounted
void addref () const
 add reference count of the object. More...
 
bool delref () const
 decrease reference count of the object. More...
 
int GetRefCount () const
 get the reference count
 
CRefCountedAddToAutoReleasePool ()
 addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More...
 

Protected Attributes

std::unordered_set< ParaVertexBuffer * > m_activeBuffers
 
std::unordered_set< ParaVertexBuffer * > m_unusedFullSizedBuffers
 
uint32 m_nFullSizedBufferSize
 we will reuse full sized buffer
 
uint32 m_nMaxPooledCount
 max number of pooled objects. More...
 
size_t m_nTotalBufferBytes
 total number of bytes in memory. More...
 
- Protected Attributes inherited from ParaEngine::IObject
WeakPtr_type m_weak_reference
 
- Protected Attributes inherited from ParaEngine::CRefCounted
int m_refcount
 

Additional Inherited Members

- Public Types inherited from ParaEngine::AssetEntity
enum  AssetState {
  ASSET_STATE_NORMAL, ASSET_STATE_LOCAL, ASSET_STATE_REMOTE, ASSET_STATE_CACHE,
  ASSET_STATE_SYNC_START, ASSET_STATE_SYNC_SUCCEED, ASSET_STATE_SYNC_FAIL, ASSET_STATE_FAILED_TO_LOAD
}
 the asset state. More...
 
enum  AssetType {
  base =0, texture, mesh, multianimation,
  spritevertex, font, sound, mdx,
  parax, database, effectfile, dllplugin,
  datagrid, cadMesh, image
}
 each asset type has a unique asset type number
 
- Public Types inherited from ParaEngine::IAttributeFields
typedef ParaEngine::weak_ptr< IObject, IAttributeFieldsWeakPtr_type
 
- Public Types inherited from ParaEngine::IObject
typedef ParaEngine::weak_ptr< IObjectWeakPtr_type
 
- Static Public Member Functions inherited from ParaEngine::AssetEntity
static const string & GetAssetServerUrl ()
 get the asset server url. More...
 
static void SetAssetServerUrl (const char *pStr)
 set the asset server url. More...
 
- Static Public Member Functions inherited from ParaEngine::IAttributeFields
static HRESULT GetAttributeClassID_s (IAttributeFields *cls, int *p1)
 
static HRESULT GetAttributeClassName_s (IAttributeFields *cls, const char **p1)
 
static bool OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false)
 Open a given file with the default registered editor in the game engine. More...
 
- Public Attributes inherited from ParaEngine::AssetEntity
AssetKey m_key
 this is the unique key object. More...
 
bool m_bIsInitialized
 whether this entity is initialized;Entity is by default lazily initialized
 
bool m_bIsValid
 whether this is a valid resource object. More...
 
- Protected Member Functions inherited from ParaEngine::IAttributeFields
virtual CAttributeClassCreateAttributeClass ()
 initialize fields
 
virtual CDynamicAttributesSetGetDynamicAttributes (bool bCreateIfNotExist=false)
 

Detailed Description

pool of vertex buffer object.

Member Function Documentation

§ Cleanup()

void ParaEngine::ParaVertexBufferPool::Cleanup ( )
virtual

clear all pooled objects.

Reimplemented from ParaEngine::AssetEntity.

§ CreateBuffer()

ParaVertexBuffer * ParaEngine::ParaVertexBufferPool::CreateBuffer ( uint32  nBufferSize,
DWORD  dwFormat = 0,
DWORD  dwUsage = 0,
D3DPOOL  dwPool = D3DPOOL_MANAGED 
)

recreate the buffer based on the new size.

it will create from pool if buffer equals GetFullSizedBufferSize() otherwise it will create a new buffer object.

Parameters
dwFormatonly used in DirectX, ignored in openGL
dwUsageonly used in DirectX, ignored in openGL
Returns
: never delete the returned buffer, instead one should call ReleaseBuffer.

§ GetTotalBufferCount()

int ParaEngine::ParaVertexBufferPool::GetTotalBufferCount ( ) const

including active and unused buffer count.

§ InstallFields()

int ParaEngine::ParaVertexBufferPool::InstallFields ( CAttributeClass pClass,
bool  bOverride 
)
virtual

this class should be implemented if one wants to add new attribute.

This function is always called internally.

Reimplemented from ParaEngine::AssetEntity.

§ ReleaseBuffer()

void ParaEngine::ParaVertexBufferPool::ReleaseBuffer ( ParaVertexBuffer pBuffer)

release the buffer.

If it is a full sized buffer we will not release it but add it to a pool for reuse.

§ TickCache()

void ParaEngine::ParaVertexBufferPool::TickCache ( )

called between render tick to release some cached pool object if needed.

Member Data Documentation

§ m_nMaxPooledCount

uint32 ParaEngine::ParaVertexBufferPool::m_nMaxPooledCount
protected

max number of pooled objects.

§ m_nTotalBufferBytes

size_t ParaEngine::ParaVertexBufferPool::m_nTotalBufferBytes
protected

total number of bytes in memory.


The documentation for this class was generated from the following files: