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