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#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(const QSSGRef<QSSGRenderFrameBuffer> &inBuffer);
QSSGRef<QSSGRenderRenderBuffer> allocateRenderBuffer(qint32 inWidth,
qint32 inHeight,
QSSGRenderRenderBufferFormat inBufferFormat);
void release(const QSSGRef<QSSGRenderRenderBuffer> &inBuffer);
QSSGRef<QSSGRenderTexture2D> allocateTexture2D(qint32 inWidth,
qint32 inHeight,
QSSGRenderTextureFormat inTextureFormat,
qint32 inSampleCount = 1,
bool immutable = false);
void release(const QSSGRef<QSSGRenderTexture2D> &inBuffer);
QSSGRef<QSSGRenderTextureCube> allocateTextureCube(qint32 inWidth,
qint32 inHeight,
QSSGRenderTextureFormat inTextureFormat,
qint32 inSampleCount = 1);
void release(const QSSGRef<QSSGRenderTextureCube> &inBuffer);
QSSGRef<QSSGRenderImage2D> allocateImage2D(const QSSGRef<QSSGRenderTexture2D> &inTexture,
QSSGRenderImageAccessType inAccess);
void release(const QSSGRef<QSSGRenderImage2D> &inBuffer);
QSSGRef<QSSGRenderContext> getRenderContext();
void destroyFreeSizedResources();
};
QT_END_NAMESPACE
#endif