97 lines
2.8 KiB
C++
97 lines
2.8 KiB
C++
/*
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* Copyright (C) 2024 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef FGVIEWER_FRAMEGRAPHINFO_H
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#define FGVIEWER_FRAMEGRAPHINFO_H
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#include <utils/CString.h>
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#include <cstdint>
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#include <vector>
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#include <unordered_map>
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namespace filament::fgviewer {
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using ResourceId = uint32_t;
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class FrameGraphInfo {
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public:
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explicit FrameGraphInfo(utils::CString viewName);
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~FrameGraphInfo();
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FrameGraphInfo(FrameGraphInfo &&rhs) noexcept;
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FrameGraphInfo(FrameGraphInfo const &) = delete;
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bool operator==(const FrameGraphInfo& rhs) const;
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struct Pass {
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Pass(utils::CString name, std::vector<ResourceId> reads,
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std::vector<ResourceId> writes);
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bool operator==(const Pass& rhs) const;
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utils::CString name;
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std::vector<ResourceId> reads;
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std::vector<ResourceId> writes;
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};
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struct Resource {
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bool operator==(const Resource& rhs) const;
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struct Property {
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bool operator==(const Property& rhs) const;
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utils::CString name;
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utils::CString value;
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};
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Resource(ResourceId id, utils::CString name,
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std::vector<Property> properties);
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ResourceId id;
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utils::CString name;
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// We use a vector of Property here to store the resource properties,
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// so different kinds of resources could choose different types of
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// properties to record.
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// ex.
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// Texture2D --> { {"name","XXX"}, {"sizeX", "1024"}, {"sizeY", "768"} }
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// Buffer1D --> { {"name", "XXX"}, {"size", "512"} }
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std::vector<Property> properties;
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};
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void setResources(std::unordered_map<ResourceId, Resource> resources);
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// The incoming passes should be sorted by the execution order.
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void setPasses(std::vector<Pass> sortedPasses);
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const char* getViewName() const;
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const std::vector<Pass>& getPasses() const;
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const std::unordered_map<ResourceId, Resource>& getResources() const;
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private:
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utils::CString viewName;
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// The order of the passes in the vector indicates the execution
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// order of the passes.
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std::vector<Pass> passes;
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std::unordered_map<ResourceId, Resource> resources;
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};
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} // namespace filament::fgviewer
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#endif //FGVIEWER_FRAMEGRAPHINFO_H
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