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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.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef QT3DS_FOUNDATION_PSSEMAPHORE_H
#define QT3DS_FOUNDATION_PSSEMAPHORE_H

#include "foundation/Qt3DS.h"
#include "foundation/Qt3DSAllocatorCallback.h"

namespace qt3ds {
namespace foundation {
    class QT3DS_FOUNDATION_API Semaphore
    {
    public:
        static const QT3DSU32 waitForever = 0xffffffff;

        Semaphore(NVAllocatorCallback &alloc, QT3DSU32 initialCount, QT3DSU32 maxCount);

        ~Semaphore();

        /**Decrements (locks) the semaphore. If the semaphore's value is greater than zero,
        *  then the decrement proceeds, and the function returns, immediately. Otherwise
        *  Wait for at most the given number of ms. Returns true if the Semaphore is signaled.
        *  Semaphore::waitForever will block forever or until the semaphore is signaled.
        */

        bool wait(QT3DSU32 milliseconds = waitForever);

        /** increments (unlocks) the semaphore */

        void post();

    private:
        class SemaphoreImpl *mImpl;
    };

} // namespace foundation
} // namespace qt3ds

#endif