//========= Copyright 1996-2005, 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. 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 virtual KeyValues* GetDebugTextureList() = 0; // This returns how much memory was used the last frame. It is not necessary to // enable any mode to get this - it is always available. virtual int GetTextureMemoryUsedLastFrame() = 0; }; #endif // IDEBUGTEXTUREINFO_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |