blob: 072bea04436b19d30f7f0e8ac26aed927c6607c3 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** 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 QSSG_RENDER_RESOURCE_MANAGER_H
#define QSSG_RENDER_RESOURCE_MANAGER_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DRender/private/qssgrenderrenderbuffer_p.h>
#include <QtQuick3DRender/private/qssgrendercontext_p.h>
#include <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h>
QT_BEGIN_NAMESPACE
/**
* Implements simple pooling of render resources
*/
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGResourceManager
{
Q_DISABLE_COPY(QSSGResourceManager)
public:
QAtomicInt ref;
private:
QSSGRef<QSSGRenderContext> renderContext;
// Complete list of all allocated objects
// QVector<QSSGRef<QSSGRefCounted>> m_allocatedObjects;
QVector<QSSGRef<QSSGRenderFrameBuffer>> freeFrameBuffers;
QVector<QSSGRef<QSSGRenderRenderBuffer>> freeRenderBuffers;
QVector<QSSGRef<QSSGRenderTexture2D>> freeTextures;
QVector<QSSGRef<QSSGRenderTextureCube>> freeTexCubes;
QVector<QSSGRef<QSSGRenderImage2D>> freeImages;
QSSGRef<QSSGRenderTexture2D> setupAllocatedTexture(QSSGRef<QSSGRenderTexture2D> inTexture);
public:
QSSGResourceManager(const QSSGRef<QSSGRenderContext> &ctx);
~QSSGResourceManager();
QSSGRef<QSSGRenderFrameBuffer> allocateFrameBuffer();
void release(QSSGRef<QSSGRenderFrameBuffer> inBuffer);
QSSGRef<QSSGRenderRenderBuffer> allocateRenderBuffer(qint32 inWidth,
qint32 inHeight,
QSSGRenderRenderBufferFormat inBufferFormat);
void release(QSSGRef<QSSGRenderRenderBuffer> inBuffer);
QSSGRef<QSSGRenderTexture2D> allocateTexture2D(qint32 inWidth,
qint32 inHeight,
QSSGRenderTextureFormat inTextureFormat,
qint32 inSampleCount = 1,
bool immutable = false);
void release(QSSGRef<QSSGRenderTexture2D> inBuffer);
QSSGRef<QSSGRenderTextureCube> allocateTextureCube(qint32 inWidth,
qint32 inHeight,
QSSGRenderTextureFormat inTextureFormat,
qint32 inSampleCount = 1);
void release(QSSGRef<QSSGRenderTextureCube> inBuffer);
QSSGRef<QSSGRenderImage2D> allocateImage2D(QSSGRef<QSSGRenderTexture2D> inTexture,
QSSGRenderImageAccessType inAccess);
void release(QSSGRef<QSSGRenderImage2D> inBuffer);
QSSGRef<QSSGRenderContext> getRenderContext();
void destroyFreeSizedResources();
};
QT_END_NAMESPACE
#endif