1 /*
2  * Copyright (c) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #ifndef API_RENDER_IRENDER_DATA_STORE_SHADER_PASSES_H
17 #define API_RENDER_IRENDER_DATA_STORE_SHADER_PASSES_H
18 
19 #include <cstdint>
20 
21 #include <base/containers/array_view.h>
22 #include <base/containers/string.h>
23 #include <base/containers/string_view.h>
24 #include <base/util/uid.h>
25 #include <render/datastore/intf_render_data_store.h>
26 #include <render/device/intf_shader_pipeline_binder.h>
27 #include <render/namespace.h>
28 
RENDER_BEGIN_NAMESPACE()29 RENDER_BEGIN_NAMESPACE()
30 /** @ingroup group_render_IrenderDataStoreShaderPasses */
31 /** IRenderDataStoreShaderPasses interface.
32  * Internally synchronized.
33  * The data should not be added during render front-end.
34  *
35  * Usage:
36  * AddRenderData() or AddComputeData() every frame to specific block name
37  * Fetch data in render node(s) with GetRenderData() or GetComputeData()
38  */
39 
40 class IRenderDataStoreShaderPasses : public IRenderDataStore {
41 public:
42     static constexpr BASE_NS::Uid UID { "1e85fc6d-09e0-4d2d-9422-3165f486c92d" };
43 
44     /** Compute pass data */
45     struct ComputePassData {
46         BASE_NS::vector<IShaderPipelineBinder::Ptr> shaderBinders;
47     };
48     /** Render pass data */
49     struct RenderPassData {
50         RenderPassWithHandleReference renderPass;
51         BASE_NS::vector<IShaderPipelineBinder::Ptr> shaderBinders;
52     };
53     /** Property binding data info */
54     struct PropertyBindingDataInfo {
55         /** Aligned byte size needed for binding data which is not in local GPU buffers
56          * Alignment is based on minimun UBO dynamic binding offsets.
57          */
58         uint32_t alignedByteSize { 0U };
59     };
60 
61     /** Add data to named block for fetching.
62      * @param name Name of the data block. One can add data to same named block multiple times during a frame.
63      * @param data Render pass data.
64      */
65     virtual void AddRenderData(BASE_NS::string_view name, BASE_NS::array_view<const RenderPassData> data) = 0;
66 
67     /** Add data to named block for fetching.
68      * @param name Name of the data block. One can add data to same named block multiple times during a frame.
69      * @param data Render pass data.
70      */
71     virtual void AddComputeData(BASE_NS::string_view name, BASE_NS::array_view<const ComputePassData> data) = 0;
72 
73     /** Get compute data per block (name).
74      * @param name Name of the data block. One can add data to same named block multiple times during a frame.
75      * @return Render pass data.
76      */
77     virtual BASE_NS::vector<RenderPassData> GetRenderData(BASE_NS::string_view name) const = 0;
78 
79     /** Get compute data per block (name).
80      * @param name Name of the data block. One can add data to same named block multiple times during a frame.
81      * @return Compute pass data.
82      */
83     virtual BASE_NS::vector<ComputePassData> GetComputeData(BASE_NS::string_view name) const = 0;
84 
85     /** Get all rendering data.
86      * @return Returns all RenderPassData.
87      */
88      virtual BASE_NS::vector<RenderPassData> GetRenderData() const = 0;
89 
90     /** Get all rendering data.
91      * @return Returns all RenderPassData.
92      */
93      virtual BASE_NS::vector<ComputePassData> GetComputeData() const = 0;
94 
95     /** Get render property binding info.
96      * @param name Name of the data block. One can add data to named block multiple times during a frame.
97      * @return PropertyBindingDataInfo Returns all render related.
98      */
99      virtual PropertyBindingDataInfo GetRenderPropertyBindingInfo(BASE_NS::string_view name) const = 0;
100 
101     /** Get render property binding info.
102      * @param name Name of the data block. One can add data to named block multiple times during a frame.
103      * @return PropertyBindingDataInfo Returns all compute related.
104      */
105      virtual PropertyBindingDataInfo GetComputePropertyBindingInfo(BASE_NS::string_view name) const = 0;
106 
107     /** Get all render property binding info.
108      * @return PropertyBindingDataInfo Returns all render related.
109      */
110      virtual PropertyBindingDataInfo GetRenderPropertyBindingInfo() const = 0;
111 
112     /** Get all compute property binding info.
113      * @return PropertyBindingDataInfo Returns all compute related.
114      */
115      virtual PropertyBindingDataInfo GetComputePropertyBindingInfo() const = 0;
116 
117 protected:
118     virtual ~IRenderDataStoreShaderPasses() override = default;
119     IRenderDataStoreShaderPasses() = default;
120 };
121 RENDER_END_NAMESPACE()
122 
123 #endif // API_RENDER_IRENDER_DATA_STORE_SHADER_PASSES_H
124