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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_TEXT_TEXTURE_CACHE_H
+#define QT3DS_RENDER_TEXT_TEXTURE_CACHE_H
+#include "Qt3DSRender.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "Qt3DSRenderText.h"
+#include "EASTL/algorithm.h"
+
+namespace qt3ds {
+namespace render {
+
+ class ITextRenderer;
+
+ typedef eastl::pair<NVScopedRefCounted<NVRenderPathFontSpecification>,
+ NVScopedRefCounted<NVRenderPathFontItem>>
+ TPathFontSpecAndPathObject;
+ typedef eastl::pair<STextTextureDetails, NVScopedRefCounted<NVRenderTexture2D>>
+ TTextTextureDetailsAndTexture;
+ typedef eastl::pair<TPathFontSpecAndPathObject, TTextTextureDetailsAndTexture>
+ TTPathObjectAndTexture;
+
+ class ITextTextureCache : public NVRefCounted
+ {
+ protected:
+ virtual ~ITextTextureCache() {}
+ public:
+ virtual TTPathObjectAndTexture RenderText(const STextRenderInfo &inText,
+ QT3DSF32 inScaleFactor) = 0;
+ // We may have one more texture in cache than this byte count, but this will be the limiting
+ // factor.
+ virtual QT3DSU32 GetCacheHighWaterBytes() const = 0;
+ virtual void SetCacheHighWaterBytes(QT3DSU32 inNumBytes) = 0;
+
+ virtual void BeginFrame() = 0;
+ // We need to know the frame rhythm because we can't release anything that was touched this
+ // frame.
+ virtual void EndFrame() = 0;
+
+ static ITextTextureCache &CreateTextureCache(NVFoundationBase &inFnd,
+ ITextRenderer &inTextRenderer,
+ NVRenderContext &inRenderContext);
+ };
+}
+}
+#endif