/**************************************************************************** ** ** 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_SYNC_H #define QT3DS_RENDER_SYNC_H #include "foundation/Qt3DSRefCounted.h" #include "foundation/Qt3DSFoundation.h" #include "foundation/Qt3DSBroadcastingAllocator.h" #include "foundation/Qt3DSAtomic.h" #include "render/Qt3DSRenderBaseTypes.h" #include "render/backends/Qt3DSRenderBackend.h" namespace qt3ds { class NVFoundationBase; } namespace qt3ds { namespace render { // forward declaration class NVRenderContextImpl; class NVRenderBackend; ///< Base class class NVRenderSync : public NVRefCounted { protected: NVRenderContextImpl &m_Context; ///< pointer to context NVFoundationBase &m_Foundation; ///< pointer to foundation volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation NVRenderBackend *m_Backend; ///< pointer to backend NVRenderBackend::NVRenderBackendSyncObject m_SyncHandle; ///< opaque backend handle public: /** * @brief constructor * * @param[in] context Pointer to context * @param[in] fnd Pointer to foundation * * @return No return. */ NVRenderSync(NVRenderContextImpl &context, NVFoundationBase &fnd); virtual ~NVRenderSync(); // define refcount functions QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation) /** * @brief Get sync type * * @return Return query type */ virtual NVRenderSyncType::Enum GetSyncType() const { return NVRenderSyncType::GpuCommandsComplete; } /** * @brief Get a pointer to the foundation * * @return pointer to foundation */ NVFoundationBase &GetFoundation() { return m_Foundation; } /** * @brief Create a sync object and place it in command stream. * Note every syncobject can only be used once. * This function creates a new sync object on ever call * and deletes the previous one * * @return no return. */ virtual void Sync(); /** * @brief Wait for a sync to be signaled * Note this blocks until the sync is signaled * * @return no return. */ virtual void Wait(); /** * @brief get the backend object handle * * @return the backend object handle. */ virtual NVRenderBackend::NVRenderBackendSyncObject GetSyncHandle() const { return m_SyncHandle; } /* * @brief static creation function * * @return a sync object on success */ static NVRenderSync *Create(NVRenderContextImpl &context); }; } } #endif