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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_RESOURCE_MANAGER_H
+#define QT3DS_RENDER_RESOURCE_MANAGER_H
+#include "Qt3DSRender.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "render/Qt3DSRenderBaseTypes.h"
+
+namespace qt3ds {
+namespace render {
+ /**
+ * Implements simple pooling of render resources
+ */
+ class IResourceManager : public NVRefCounted
+ {
+ protected:
+ virtual ~IResourceManager() {}
+
+ public:
+ virtual NVRenderFrameBuffer *AllocateFrameBuffer() = 0;
+ virtual void Release(NVRenderFrameBuffer &inBuffer) = 0;
+ virtual NVRenderRenderBuffer *
+ AllocateRenderBuffer(QT3DSU32 inWidth, QT3DSU32 inHeight,
+ NVRenderRenderBufferFormats::Enum inBufferFormat) = 0;
+ virtual void Release(NVRenderRenderBuffer &inBuffer) = 0;
+ virtual NVRenderTexture2D *AllocateTexture2D(QT3DSU32 inWidth, QT3DSU32 inHeight,
+ NVRenderTextureFormats::Enum inTextureFormat,
+ QT3DSU32 inSampleCount = 1,
+ bool immutable = false) = 0;
+ virtual void Release(NVRenderTexture2D &inBuffer) = 0;
+ virtual NVRenderTexture2DArray *
+ AllocateTexture2DArray(QT3DSU32 inWidth, QT3DSU32 inHeight, QT3DSU32 inSlices,
+ NVRenderTextureFormats::Enum inTextureFormat,
+ QT3DSU32 inSampleCount = 1) = 0;
+ virtual void Release(NVRenderTexture2DArray &inBuffer) = 0;
+ virtual NVRenderTextureCube *
+ AllocateTextureCube(QT3DSU32 inWidth, QT3DSU32 inHeight,
+ NVRenderTextureFormats::Enum inTextureFormat,
+ QT3DSU32 inSampleCount = 1) = 0;
+ virtual void Release(NVRenderTextureCube &inBuffer) = 0;
+ virtual NVRenderImage2D *AllocateImage2D(NVRenderTexture2D *inTexture,
+ NVRenderImageAccessType::Enum inAccess) = 0;
+ virtual void Release(NVRenderImage2D &inBuffer) = 0;
+
+ virtual NVRenderContext &GetRenderContext() = 0;
+ virtual void DestroyFreeSizedResources() = 0;
+
+ static IResourceManager &CreateResourceManager(NVRenderContext &inContext);
+ };
+}
+}
+
+#endif