/* Copyright (c) 2019-2025, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * 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. */ #pragma once #include "common/helpers.h" #include "common/utils.h" #include "core/buffer.h" #include "rendering/render_frame.h" #include "rendering/subpass.h" namespace vkb { /** * @brief A RenderPipeline is a sequence of Subpass objects. * Subpass holds shaders and can draw the core::sg::Scene. * More subpasses can be added to the sequence if required. * For example, postprocessing can be implemented with two pipelines which * share render targets. * * GeometrySubpass -> Processes Scene for Shaders, use by itself if shader requires no lighting * ForwardSubpass -> Binds lights at the beginning of a GeometrySubpass to create Forward Rendering, should be used with most default shaders * LightingSubpass -> Holds a Global Light uniform, Can be combined with GeometrySubpass to create Deferred Rendering */ class RenderPipeline { public: RenderPipeline(std::vector> &&subpasses = {}); RenderPipeline(const RenderPipeline &) = delete; RenderPipeline(RenderPipeline &&) = default; virtual ~RenderPipeline() = default; RenderPipeline &operator=(const RenderPipeline &) = delete; RenderPipeline &operator=(RenderPipeline &&) = default; /** * @brief Prepares the subpasses */ void prepare(); /** * @return Load store info */ const std::vector &get_load_store() const; /** * @param load_store Load store info to set */ void set_load_store(const std::vector &load_store); /** * @return Clear values */ const std::vector &get_clear_value() const; /** * @param clear_values Clear values to set */ void set_clear_value(const std::vector &clear_values); /** * @brief Appends a subpass to the pipeline * @param subpass Subpass to append */ void add_subpass(std::unique_ptr &&subpass); std::vector> &get_subpasses(); /** * @brief Record draw commands for each Subpass */ void draw(vkb::core::CommandBufferC &command_buffer, RenderTarget &render_target, VkSubpassContents contents = VK_SUBPASS_CONTENTS_INLINE); /** * @return Subpass currently being recorded, or the first one * if drawing has not started */ std::unique_ptr &get_active_subpass(); private: std::vector> subpasses; /// Default to two load store std::vector load_store = std::vector(2); /// Default to two clear values std::vector clear_value = std::vector(2); size_t active_subpass_index{0}; }; } // namespace vkb