// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Collections/SamplesBuffer.h"
class StreamingGroup;
class Task;
///
/// Base class for all resource types that can be dynamically streamed.
///
class FLAXENGINE_API StreamableResource
{
protected:
StreamingGroup* _group;
bool _isDynamic, _isStreaming;
float _streamingQuality;
StreamableResource(StreamingGroup* group);
~StreamableResource();
public:
///
/// Gets resource group.
///
FORCE_INLINE StreamingGroup* GetGroup() const
{
return _group;
}
///
/// Gets value indicating whenever resource can be used in dynamic streaming (otherwise use always the best quality).
///
FORCE_INLINE bool IsDynamic() const
{
return _isDynamic;
}
///
/// Gets resource streaming quality level
///
FORCE_INLINE float GetStreamingQuality() const
{
return _streamingQuality;
}
///
/// Gets resource target residency level.
///
FORCE_INLINE int32 GetTargetResidency() const
{
return Streaming.TargetResidency;
}
///
/// Gets a value indicating whether this resource has been allocated.
///
FORCE_INLINE bool IsAllocated() const
{
return GetAllocatedResidency() != 0;
}
///
/// Gets resource maximum residency level.
///
virtual int32 GetMaxResidency() const = 0;
///
/// Gets resource current residency level.
///
virtual int32 GetCurrentResidency() const = 0;
///
/// Gets resource allocated residency level.
///
virtual int32 GetAllocatedResidency() const = 0;
public:
///
/// Determines whether this instance can be updated. Which means: no async streaming, no pending action in background.
///
/// true if this instance can be updated; otherwise, false.
virtual bool CanBeUpdated() const = 0;
///
/// Updates the resource allocation to the given residency level. May not be updated now but in an async operation.
///
/// The target allocation residency.
/// Async task that updates resource allocation or null if already done it. Warning: need to call task start to perform allocation.
virtual Task* UpdateAllocation(int32 residency) = 0;
///
/// Creates streaming task (or tasks sequence) to perform resource streaming for the desire residency level.
///
/// The target residency.
/// Async task or tasks that update resource residency level. Must be preceded with UpdateAllocation call.
virtual Task* CreateStreamingTask(int32 residency) = 0;
public:
struct StreamingCache
{
int64 LastUpdate = 0;
int32 TargetResidency = 0;
int64 TargetResidencyChange = 0;
SamplesBuffer QualitySamples;
};
StreamingCache Streaming;
///
/// Requests the streaming update for this resource during next streaming manager update.
///
void RequestStreamingUpdate()
{
Streaming.LastUpdate = 0;
}
protected:
void StartStreaming(bool isDynamic);
void StopStreaming();
};