/**************************************************************************** ** ** 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