50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/ContainersFwd.h" // IWYU pragma: keep
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struct FGeometryCacheMeshData;
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struct FGeometryCacheStreamStats;
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/** Interface to stream GeometryCacheMeshData asynchronously from any source through the GeometryCacheStreamer */
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class IGeometryCacheStream
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{
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public:
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virtual ~IGeometryCacheStream() = default;
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/** Prefetch NumFrames starting from the given StartFrameIndex. If no NumFrames given, prefetch the whole stream */
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virtual void Prefetch(int32 StartFrameIndex, int32 NumFrames = 0) = 0;
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/** Return the number of frame indices needed to be loaded */
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virtual uint32 GetNumFramesNeeded() = 0;
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/** Request a read of the next frame as determined by the stream. Return true if the request could be handled */
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virtual bool RequestFrameData() = 0;
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/** Update the status of the read requests currently in progress. Return the frame indices that were completed */
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virtual void UpdateRequestStatus(TArray<int32>& OutFramesCompleted) = 0;
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/* Get the MeshData at given FrameIndex without waiting for data to be ready
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* Return true if MeshData could be retrieved
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*/
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virtual bool GetFrameData(int32 FrameIndex, FGeometryCacheMeshData& OutMeshData) = 0;
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/** Cancel the scheduled read requests. Return the number of requests that were canceled */
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virtual int32 CancelRequests() = 0;
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/** Return the memory usage and related stats for the stream */
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virtual const FGeometryCacheStreamStats& GetStreamStats() const = 0;
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/** Set the memory usage limits for the stream */
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virtual void SetLimits(float MaxMemoryAllowed, float MaxCachedDuration) = 0;
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};
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struct FGeometryCacheStreamStats
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{
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uint32 NumCachedFrames = 0; // number of frames currently resident in memory
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float CachedDuration = 0.0f;// in seconds
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float MemoryUsed = 0.0f; // in MB
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float AverageBitrate = 0.0f;// in MB/s
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};
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