Preliminary work on support for a texture object pool that is designed to help manage resources down the GPU more tightly.
This commit is contained in:
@@ -696,6 +696,36 @@ BEGIN_OBJECT_REFLECTOR(osg::State)
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__void__decrementDynamicObjectCount,
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"Decrement the number of dynamic objects left to render this frame, and once the count goes to zero call the DynamicObjectRenderingCompletedCallback to inform of completion. ",
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"");
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I_Method1(void, setMaxTexturePoolSize, IN, unsigned int, size,
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Properties::NON_VIRTUAL,
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__void__setMaxTexturePoolSize__unsigned_int,
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"",
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"");
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I_Method0(unsigned int, getMaxTexturePoolSize,
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Properties::NON_VIRTUAL,
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__unsigned_int__getMaxTexturePoolSize,
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"",
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"");
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I_Method1(void, setMaxVBOPoolSize, IN, unsigned int, size,
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Properties::NON_VIRTUAL,
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__void__setMaxVBOPoolSize__unsigned_int,
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"",
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"");
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I_Method0(unsigned int, getMaxVBOPoolSize,
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Properties::NON_VIRTUAL,
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__unsigned_int__getMaxVBOPoolSize,
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"",
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"");
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I_Method1(void, setMaxFBOPoolSize, IN, unsigned int, size,
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Properties::NON_VIRTUAL,
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__void__setMaxFBOPoolSize__unsigned_int,
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"",
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"");
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I_Method0(unsigned int, getMaxFBOPoolSize,
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Properties::NON_VIRTUAL,
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__unsigned_int__getMaxFBOPoolSize,
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"",
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"");
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I_Method1(void, setCheckForGLErrors, IN, osg::State::CheckForGLErrors, check,
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Properties::NON_VIRTUAL,
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__void__setCheckForGLErrors__CheckForGLErrors,
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@@ -850,6 +880,15 @@ BEGIN_OBJECT_REFLECTOR(osg::State)
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I_SimpleProperty(const osg::Program::PerContextProgram *, LastAppliedProgramObject,
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__C5_Program_PerContextProgram_P1__getLastAppliedProgramObject,
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__void__setLastAppliedProgramObject__C5_Program_PerContextProgram_P1);
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I_SimpleProperty(unsigned int, MaxFBOPoolSize,
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__unsigned_int__getMaxFBOPoolSize,
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__void__setMaxFBOPoolSize__unsigned_int);
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I_SimpleProperty(unsigned int, MaxTexturePoolSize,
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__unsigned_int__getMaxTexturePoolSize,
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__void__setMaxTexturePoolSize__unsigned_int);
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I_SimpleProperty(unsigned int, MaxVBOPoolSize,
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__unsigned_int__getMaxVBOPoolSize,
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__void__setMaxVBOPoolSize__unsigned_int);
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I_IndexedProperty(bool, ModeValidity,
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__bool__getModeValidity__StateAttribute_GLMode,
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__void__setModeValidity__StateAttribute_GLMode__bool,
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