1 /* 2 * Copyright (C) 2023 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_H 17 #define API_RENDER_IRENDER_DATA_STORE_H 18 19 #include <base/containers/string_view.h> 20 #include <render/namespace.h> 21 22 BASE_BEGIN_NAMESPACE() 23 struct Uid; 24 BASE_END_NAMESPACE() 25 RENDER_BEGIN_NAMESPACE()26RENDER_BEGIN_NAMESPACE() 27 /** @ingroup group_render_irenderdatastore */ 28 /** Base class for render data management. 29 * Inherit to create a new data manager. 30 */ 31 class IRenderDataStore { 32 public: 33 IRenderDataStore(const IRenderDataStore&) = delete; 34 IRenderDataStore& operator=(const IRenderDataStore&) = delete; 35 36 /** Called automatically by the engine (renderer) before render node front-end processing. 37 * Needs to be overwritten by the inherit classes. 38 * Here one could e.g. allocate GPU resources for current counts or do some specific management 39 * for all this frame's data. 40 */ 41 virtual void PreRender() = 0; 42 43 /** Called automatically by the engine (renderer) before back-end processing. 44 * Needs to be overwritten by the inherit classes. 45 * Here (and only here with render data stores) one can access low level / back-end GPU resources. 46 * Process only backend related work here. 47 */ 48 virtual void PreRenderBackend() = 0; 49 50 /** Called automatically by the engine (renderer) after all rendering (front-end / back-end) has been completed. 51 * Needs to be overwritten by the inherit classes. 52 * Here one can place resets for buffers and data. 53 */ 54 virtual void PostRender() = 0; 55 56 /** Should be called when one starts to fill up the render data store. 57 * Needs to be overwritten by the inherit classes. 58 * This should clear all the buffers which are filled once a frame. 59 */ 60 virtual void Clear() = 0; 61 62 /** Get the type name of the render data store. 63 * @return Type name of the render data store. 64 */ 65 virtual BASE_NS::string_view GetTypeName() const = 0; 66 67 /** Get the unique instance name of the render data store. 68 * @return Unique name of the render data store. 69 */ 70 virtual BASE_NS::string_view GetName() const = 0; 71 72 /** Get the type UID of the render data store. 73 * @return Type UID of the render data store. 74 */ 75 virtual const BASE_NS::Uid& GetUid() const = 0; 76 77 protected: 78 IRenderDataStore() = default; 79 virtual ~IRenderDataStore() = default; 80 }; 81 RENDER_END_NAMESPACE() 82 83 #endif // API_RENDER_IRENDER_DATA_STORE_H 84