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/* Copyright (c) 2019-2025, 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 "common/helpers.h"
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#include "common/utils.h"
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#include "core/buffer.h"
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#include "rendering/render_frame.h"
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#include "rendering/subpass.h"
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namespace vkb
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{
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/**
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* @brief A RenderPipeline is a sequence of Subpass objects.
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* Subpass holds shaders and can draw the core::sg::Scene.
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* More subpasses can be added to the sequence if required.
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* For example, postprocessing can be implemented with two pipelines which
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* share render targets.
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*
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* GeometrySubpass -> Processes Scene for Shaders, use by itself if shader requires no lighting
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* ForwardSubpass -> Binds lights at the beginning of a GeometrySubpass to create Forward Rendering, should be used with most default shaders
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* LightingSubpass -> Holds a Global Light uniform, Can be combined with GeometrySubpass to create Deferred Rendering
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*/
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class RenderPipeline
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{
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public:
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RenderPipeline(std::vector<std::unique_ptr<vkb::rendering::SubpassC>> &&subpasses = {});
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RenderPipeline(const RenderPipeline &) = delete;
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RenderPipeline(RenderPipeline &&) = default;
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virtual ~RenderPipeline() = default;
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RenderPipeline &operator=(const RenderPipeline &) = delete;
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RenderPipeline &operator=(RenderPipeline &&) = default;
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/**
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* @brief Prepares the subpasses
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*/
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void prepare();
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/**
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* @return Load store info
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*/
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const std::vector<LoadStoreInfo> &get_load_store() const;
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/**
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* @param load_store Load store info to set
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*/
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void set_load_store(const std::vector<LoadStoreInfo> &load_store);
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/**
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* @return Clear values
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*/
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const std::vector<VkClearValue> &get_clear_value() const;
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/**
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* @param clear_values Clear values to set
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*/
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void set_clear_value(const std::vector<VkClearValue> &clear_values);
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/**
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* @brief Appends a subpass to the pipeline
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* @param subpass Subpass to append
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*/
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void add_subpass(std::unique_ptr<vkb::rendering::SubpassC> &&subpass);
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std::vector<std::unique_ptr<vkb::rendering::SubpassC>> &get_subpasses();
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/**
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* @brief Record draw commands for each Subpass
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*/
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void draw(vkb::core::CommandBufferC &command_buffer, RenderTarget &render_target, VkSubpassContents contents = VK_SUBPASS_CONTENTS_INLINE);
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/**
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* @return Subpass currently being recorded, or the first one
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* if drawing has not started
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*/
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std::unique_ptr<vkb::rendering::SubpassC> &get_active_subpass();
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private:
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std::vector<std::unique_ptr<vkb::rendering::SubpassC>> subpasses;
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/// Default to two load store
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std::vector<LoadStoreInfo> load_store = std::vector<LoadStoreInfo>(2);
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/// Default to two clear values
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std::vector<VkClearValue> clear_value = std::vector<VkClearValue>(2);
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size_t active_subpass_index{0};
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};
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} // namespace vkb
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