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Vulkan-Samples/framework/rendering/render_pipeline.h
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2025-09-04 10:54:47 +08:00

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/* 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<std::unique_ptr<vkb::rendering::SubpassC>> &&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<LoadStoreInfo> &get_load_store() const;
/**
* @param load_store Load store info to set
*/
void set_load_store(const std::vector<LoadStoreInfo> &load_store);
/**
* @return Clear values
*/
const std::vector<VkClearValue> &get_clear_value() const;
/**
* @param clear_values Clear values to set
*/
void set_clear_value(const std::vector<VkClearValue> &clear_values);
/**
* @brief Appends a subpass to the pipeline
* @param subpass Subpass to append
*/
void add_subpass(std::unique_ptr<vkb::rendering::SubpassC> &&subpass);
std::vector<std::unique_ptr<vkb::rendering::SubpassC>> &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<vkb::rendering::SubpassC> &get_active_subpass();
private:
std::vector<std::unique_ptr<vkb::rendering::SubpassC>> subpasses;
/// Default to two load store
std::vector<LoadStoreInfo> load_store = std::vector<LoadStoreInfo>(2);
/// Default to two clear values
std::vector<VkClearValue> clear_value = std::vector<VkClearValue>(2);
size_t active_subpass_index{0};
};
} // namespace vkb