/* * Copyright (C) 2023 Huawei Device Co., Ltd. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef OHOS_RENDER_3D_SHADER_INPUT_BUFFER_H #define OHOS_RENDER_3D_SHADER_INPUT_BUFFER_H #include #include #include "data_type/constants.h" namespace OHOS::Render3D { struct ShaderInputBuffer { public: ShaderInputBuffer() = default; ~ShaderInputBuffer(); const float* Map(uint32_t floatSize) const; // floatSize are for sanity check if exceed the interal buffer size bool Alloc(uint32_t floatSize); // do alloc if size are different, or do nothing void Delete(); bool IsValid() const; void Update(float *buffer, uint32_t floatSize); void Update(float value, uint32_t index); uint32_t FloatSize() const; uint32_t ByteSize() const; private: float *buffer_ = nullptr; uint32_t floatSize_ = 0; static constexpr int max_ = 0x100000; static constexpr uint32_t floatToByte_ = sizeof(float) / sizeof(uint8_t); }; } // namespace OHOS::Render3D #endif // OHOS_RENDER_3D_SHADER_INPUT_BUFFER_H