/**************************************************************************** ** ** 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> TPathFontSpecAndPathObject; typedef eastl::pair> TTextTextureDetailsAndTexture; typedef eastl::pair 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