Files
FlaxEngine/Source/Engine/Streaming/StreamableResource.h
2020-12-07 23:40:54 +01:00

156 lines
4.4 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/DateTime.h"
#include "Engine/Core/Collections/SamplesBuffer.h"
#include "Config.h"
class StreamingGroup;
class Task;
/// <summary>
/// Base class for all resource types that can be dynamically streamed.
/// </summary>
class FLAXENGINE_API StreamableResource
{
protected:
StreamingGroup* _group;
bool _isDynamic, _isStreaming;
StreamingQuality _streamingQuality;
StreamableResource(StreamingGroup* group);
~StreamableResource();
public:
/// <summary>
/// Gets resource group
/// </summary>
/// <returns>Streaming Group</returns>
FORCE_INLINE StreamingGroup* GetGroup() const
{
return _group;
}
/// <summary>
/// Gets value indicating whenever resource can be used in dynamic streaming (otherwise use always the best quality)
/// </summary>
/// <returns>Is dynamic streamable</returns>
FORCE_INLINE bool IsDynamic() const
{
#if ENABLE_RESOURCES_DYNAMIC_STREAMING
return _isDynamic;
#else
return false;
#endif
}
/// <summary>
/// Gets resource streaming quality level
/// </summary>
/// <returns>Streaming Quality level</returns>
FORCE_INLINE StreamingQuality GetStreamingQuality() const
{
return _streamingQuality;
}
/// <summary>
/// Gets resource maximum residency level.
/// </summary>
/// <returns>Residency</returns>
virtual int32 GetMaxResidency() const = 0;
/// <summary>
/// Gets resource current residency level.
/// </summary>
/// <returns>Residency</returns>
virtual int32 GetCurrentResidency() const = 0;
/// <summary>
/// Gets resource allocated residency level.
/// </summary>
/// <returns>Residency</returns>
virtual int32 GetAllocatedResidency() const = 0;
/// <summary>
/// Gets resource target residency level.
/// </summary>
/// <returns>Residency</returns>
int32 GetTargetResidency() const
{
return Streaming.TargetResidency;
}
/// <summary>
/// Gets a value indicating whether this resource has been allocated.
/// </summary>
FORCE_INLINE bool IsAllocated() const
{
return GetAllocatedResidency() != 0;
}
public:
/// <summary>
/// Determines whether this instance can be updated. Which means: no async streaming, no pending action in background.
/// </summary>
/// <returns><c>true</c> if this instance can be updated; otherwise, <c>false</c>.</returns>
virtual bool CanBeUpdated() const = 0;
/// <summary>
/// Updates the resource allocation to the given residency level. May not be updated now but in an async operation.
/// </summary>
/// <param name="residency">The target allocation residency.</param>
/// <returns>Async task that updates resource allocation or null if already done it. Warning: need to call task start to perform allocation.</returns>
virtual Task* UpdateAllocation(int32 residency) = 0;
/// <summary>
/// Creates streaming task (or tasks sequence) to perform resource streaming for the desire residency level.
/// </summary>
/// <param name="residency">The target residency.</param>
/// <returns>Async task or tasks that update resource residency level. Must be preceded with UpdateAllocation call.</returns>
virtual Task* CreateStreamingTask(int32 residency) = 0;
public:
// Streaming Manager cached variables
struct StreamingCache
{
/// <summary>
/// The minimum usage distance since last update (eg. mesh draw distance from camera).
/// Used to calculate resource quality.
/// </summary>
//float MinDstSinceLastUpdate;
DateTime LastUpdate;
int32 TargetResidency;
DateTime TargetResidencyChange;
SamplesBuffer<StreamingQuality, 5> QualitySamples;
StreamingCache()
//: MinDstSinceLastUpdate(MAX_float)
: LastUpdate(0)
, TargetResidency(0)
, TargetResidencyChange(0)
{
}
};
StreamingCache Streaming;
/// <summary>
/// Requests the streaming update for this resource during next streaming manager update.
/// </summary>
void RequestStreamingUpdate()
{
Streaming.LastUpdate.Ticks = 0;
}
protected:
void startStreaming(bool isDynamic);
void stopStreaming();
};