/* Copyright (c) 2021-2025, NVIDIA CORPORATION. All rights reserved. * * 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 #include namespace vkb { namespace rendering { /** * @brief facade class around vkb::RenderPipeline, providing a vulkan.hpp-based interface * * See vkb::RenderPipeline for documentation */ class HPPRenderPipeline : private vkb::RenderPipeline { public: void add_subpass(std::unique_ptr &&subpass) { vkb::RenderPipeline::add_subpass(std::move(subpass)); } void draw(vkb::core::CommandBufferCpp &command_buffer, vkb::rendering::HPPRenderTarget &render_target, vk::SubpassContents contents = vk::SubpassContents::eInline) { vkb::RenderPipeline::draw(reinterpret_cast(command_buffer), reinterpret_cast(render_target), static_cast(contents)); } }; } // namespace rendering } // namespace vkb