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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_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<QT3DSU8> 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<ILoadedBuffer> NextLoadedBuffer() = 0;
+
+ static IBufferLoader &Create(NVFoundationBase &fnd, IInputStreamFactory &inFactory,
+ IThreadPool &inThreadPool);
+ };
+}
+}
+
+#endif