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/* Copyright (c) 2020-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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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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#pragma once
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#include "postprocessing_pass.h"
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namespace vkb
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{
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class PostProcessingRenderPass;
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/**
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* @brief A rendering pipeline specialized for fullscreen post-processing and compute passes.
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*/
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class PostProcessingPipeline
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{
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public:
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friend class PostProcessingPassBase;
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/**
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* @brief Creates a rendering pipeline entirely made of fullscreen post-processing subpasses.
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*/
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PostProcessingPipeline(RenderContext &render_context, ShaderSource triangle_vs);
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PostProcessingPipeline(const PostProcessingPipeline &to_copy) = delete;
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PostProcessingPipeline &operator=(const PostProcessingPipeline &to_copy) = delete;
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PostProcessingPipeline(PostProcessingPipeline &&to_move) = delete;
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PostProcessingPipeline &operator=(PostProcessingPipeline &&to_move) = delete;
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virtual ~PostProcessingPipeline() = default;
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/**
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* @brief Runs all renderpasses in this pipeline, recording commands into the given command buffer.
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* @remarks vkb::PostProcessingRenderpass that do not explicitly have a vkb::RenderTarget set will render
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* to default_render_target.
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*/
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void draw(vkb::core::CommandBufferC &command_buffer, RenderTarget &default_render_target);
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/**
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* @brief Gets all of the passes in the pipeline.
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*/
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inline std::vector<std::unique_ptr<PostProcessingPassBase>> &get_passes()
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{
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return passes;
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}
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/**
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* @brief Get the pass at a certain index as a `TPass`.
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*/
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template <typename TPass = vkb::PostProcessingRenderPass>
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inline TPass &get_pass(size_t index)
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{
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return *dynamic_cast<TPass *>(passes[index].get());
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}
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/**
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* @brief Adds a pass of the given type to the end of the pipeline by constructing it in-place.
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*/
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template <typename TPass = vkb::PostProcessingRenderPass, typename... ConstructorArgs>
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TPass &add_pass(ConstructorArgs &&...args)
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{
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passes.emplace_back(std::make_unique<TPass>(this, std::forward<ConstructorArgs>(args)...));
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auto &added_pass = *dynamic_cast<TPass *>(passes.back().get());
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return added_pass;
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}
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/**
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* @brief Returns the current render context.
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*/
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inline RenderContext &get_render_context() const
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{
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return *render_context;
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}
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/**
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* @brief Returns the index of the currently-being-drawn pass.
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*/
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inline size_t get_current_pass_index() const
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{
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return current_pass_index;
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}
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private:
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RenderContext *render_context{nullptr};
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ShaderSource triangle_vs;
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std::vector<std::unique_ptr<PostProcessingPassBase>> passes{};
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size_t current_pass_index{0};
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};
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} // namespace vkb
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