88 lines
3.5 KiB
C
88 lines
3.5 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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#ifndef PVD_CONNECTION_H
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#define PVD_CONNECTION_H
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#include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h"
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#include "physxvisualdebuggersdk/PvdConnectionFlags.h"
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namespace physx { namespace debugger {
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class PvdNetworkOutStream;
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}}
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namespace physx { namespace debugger { namespace renderer {
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class PvdImmediateRenderer;
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}}}
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namespace physx { namespace debugger { namespace comm {
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class PvdMetaDataStream;
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class PvdDataStream;
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class PvdConnection
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{
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protected:
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virtual ~PvdConnection(){}
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public:
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virtual void addRef() = 0;
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virtual void release() = 0;
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//A data stream is not threadsafe, although you can use multiple
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//data streams, each used from only one thread at a one time safely.
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//Their shared socket communication, in other words, is threadsafe.
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virtual PvdDataStream& createDataStream() = 0;
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//Create a channel to render immediate data on PVD. Rendering is collected
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//per frame and then discared. A line is only draw for the frame
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//in which it was received.
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virtual renderer::PvdImmediateRenderer& createRenderer() = 0;
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//May actively change during debugging.
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//Getting this variable may block until the read thread
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//is disconnected or releases the connection state mutex.
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virtual PvdConnectionState::Enum getConnectionState() = 0;
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//gets the connection state which will block if the system is paused.
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//checks the connection for errors and disconnects if there are any.
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virtual void checkConnection() = 0;
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//Will currently never change during debugging
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virtual TConnectionFlagsType getConnectionType() = 0;
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virtual bool isConnected() = 0;
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virtual void disconnect() = 0;
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//flush profile and memory data.
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//This does not flush the socket for performance reasons.
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virtual void flush() = 0;
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//Connections *always* have an out stream, although they may not
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//have an *in* stream.
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virtual PvdNetworkOutStream& lockOutStream() = 0;
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virtual void unlockOutStream() = 0;
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};
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}}}
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#endif
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