c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
79 lines
3 KiB
C++
79 lines
3 KiB
C++
/*************************************************************************/
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/* memory_pool_dynamic.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MEMORY_POOL_DYNAMIC_H
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#define MEMORY_POOL_DYNAMIC_H
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#include "typedefs.h"
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class MemoryPoolDynamic {
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static MemoryPoolDynamic* singleton;
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protected:
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friend class Memory;
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friend class MID;
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enum {
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INVALID_ID=0xFFFFFFFF
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};
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static MemoryPoolDynamic* get_singleton();
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typedef uint64_t ID;
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virtual ID alloc(size_t p_amount,const char* p_description)=0;
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virtual void free(ID p_id)=0;
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virtual Error realloc(ID p_id, size_t p_amount)=0;
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virtual bool is_valid(ID p_id)=0;
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virtual size_t get_size(ID p_id) const=0;
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virtual const char* get_description(ID p_id) const=0;
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virtual Error lock(ID p_id)=0;
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virtual void * get(ID p_ID)=0;
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virtual Error unlock(ID p_id)=0;
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virtual bool is_locked(ID p_id) const=0;
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virtual size_t get_available_mem() const=0;
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virtual size_t get_total_usage() const=0;
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MemoryPoolDynamic();
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public:
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virtual ~MemoryPoolDynamic();
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};
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#endif
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