/**************************************************************************** ** ** 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_BUFFER_LOADED_H #define QT3DS_RENDER_BUFFER_LOADED_H #include "Qt3DSRender.h" #include "foundation/Qt3DSRefCounted.h" #include "foundation/StringTable.h" namespace qt3ds { namespace render { class IBufferLoaderCallback; class ILoadedBuffer : public NVRefCounted { public: virtual CRegisteredString Path() = 0; // Data is released when the buffer itself is released. virtual NVDataRef Data() = 0; virtual IBufferLoaderCallback *UserData() = 0; }; class IBufferLoaderCallback : public NVRefCounted { public: virtual void OnBufferLoaded(ILoadedBuffer &inBuffer) = 0; virtual void OnBufferLoadFailed(CRegisteredString inPath) = 0; virtual void OnBufferLoadCancelled(CRegisteredString inPath) = 0; }; // Job of this object is to load buffers all the way to memory as fast as possible. class IBufferLoader : public NVRefCounted { public: // nonblocking. Quiet failure is passed to the input stream factory. // Returns handle to loading buffer virtual QT3DSU64 QueueForLoading(CRegisteredString inPath, IBufferLoaderCallback *inUserData = NULL, bool inQuietFailure = false) = 0; // Cancel a buffer that has not made it to the loaded buffers list. virtual void CancelBufferLoad(QT3DSU64 inBufferId) = 0; // If we were will to wait, will we ever get another buffer virtual bool WillLoadedBuffersBeAvailable() = 0; // Will nextLoadedBuffer block or not? virtual bool AreLoadedBuffersAvailable() = 0; // blocking, be careful with this. No guarantees about timely return here. virtual NVScopedRefCounted NextLoadedBuffer() = 0; static IBufferLoader &Create(NVFoundationBase &fnd, IInputStreamFactory &inFactory, IThreadPool &inThreadPool); }; } } #endif