1 /* 2 * Copyright (C) 2023 Huawei Device Co., Ltd. 3 * Licensed under the Apache License, Version 2.0 (the "License"); 4 * you may not use this file except in compliance with the License. 5 * You may obtain a copy of the License at 6 * 7 * http://www.apache.org/licenses/LICENSE-2.0 8 * 9 * Unless required by applicable law or agreed to in writing, software 10 * distributed under the License is distributed on an "AS IS" BASIS, 11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 * See the License for the specific language governing permissions and 13 * limitations under the License. 14 */ 15 16 #ifndef API_RENDER_RENDER_NODE_UTIL_H 17 #define API_RENDER_RENDER_NODE_UTIL_H 18 19 #include <base/containers/string_view.h> 20 #include <base/containers/unique_ptr.h> 21 #include <render/datastore/render_data_store_render_pods.h> 22 #include <render/device/pipeline_state_desc.h> 23 #include <render/namespace.h> 24 #include <render/nodecontext/intf_pipeline_descriptor_set_binder.h> 25 #include <render/render_data_structures.h> 26 #include <render/resource_handle.h> 27 28 RENDER_BEGIN_NAMESPACE() 29 struct PipelineLayout; 30 31 /** @ingroup group_render_irendernodeutil */ 32 /** Interface for helper class to create different required rendering types from inputs. 33 * Can create objects through IRenderNodeContextManager. 34 */ 35 class IRenderNodeUtil { 36 public: 37 /** Create input render pass from json data input render pass. 38 * @param renderPass Render pass from json format. 39 * @return Input render pass with handles. I.e. resources and their type-mapping used for rendering. 40 */ 41 virtual RenderNodeHandles::InputRenderPass CreateInputRenderPass( 42 const RenderNodeGraphInputs::InputRenderPass& renderPass) const = 0; 43 44 /** Create input resources from json data input render pass. 45 * @param inputResources Resources from json format. 46 * @return Input resources with handles. I.e. resources and their type-mapping used for rendering. 47 */ 48 virtual RenderNodeHandles::InputResources CreateInputResources( 49 const RenderNodeGraphInputs::InputResources& inputResources) const = 0; 50 51 /** Create a render pass based on render node handles. 52 * @param renderPass Input render pass. 53 * @return Render pass struct. 54 */ 55 virtual RenderPass CreateRenderPass(const RenderNodeHandles::InputRenderPass& renderPass) const = 0; 56 57 /** Create pipeline layout based on PL which is attached to the shader or if not found create from shader 58 * reflection. 59 * @param shaderHandle Shader handle. 60 * @return Pipeline layout that was reflected from the given shader. 61 */ 62 virtual PipelineLayout CreatePipelineLayout(const RenderHandle& shaderHandle) const = 0; 63 64 /** Get descriptor counts from pipeline layout. 65 * @param pipelineLayout Valid pipeline layout which matches upcoming bindings. 66 * @return Descriptor counts struct used to pass for reserving render node specific descriptor sets. 67 */ 68 virtual DescriptorCounts GetDescriptorCounts(const PipelineLayout& pipelineLayout) const = 0; 69 70 /** Create pipeline descriptor set binder. 71 * @param renderNodeContextMgr Access to render node resource managers. 72 * @param pipelineLayout Pipeline layout. 73 * @return A pipeline descriptor set binder based on pipeline layout. 74 */ 75 virtual IPipelineDescriptorSetBinder::Ptr CreatePipelineDescriptorSetBinder( 76 const PipelineLayout& pipelineLayout) const = 0; 77 78 /** Bind render node handle input resources to binder. 79 * @param resources Render node handle input resources. 80 * @param pipelineDescriptorSetBinder Pipeline descriptor set binder. 81 */ 82 virtual void BindResourcesToBinder(const RenderNodeHandles::InputResources& resources, 83 IPipelineDescriptorSetBinder& pipelineDescriptorSetBinder) const = 0; 84 85 /** Create default viewport based on render pass attachments render area. 86 * @param renderPass Render pass. 87 * @return A viewport desc based on render pass attachments. 88 */ 89 virtual ViewportDesc CreateDefaultViewport(const RenderPass& renderPass) const = 0; 90 91 /** Create default scissor based on render pass attachments render area. 92 * @param renderPass Render pass. 93 * @return A scissor descriptor based on render pass attachments. 94 */ 95 virtual ScissorDesc CreateDefaultScissor(const RenderPass& renderPass) const = 0; 96 97 /** Create post process configuration for shader usage. 98 * @param postProcessConfiguration Post process configuration. 99 * @return A RenderPostProcessConfiguration. 100 */ 101 virtual RenderPostProcessConfiguration GetRenderPostProcessConfiguration( 102 const PostProcessConfiguration& postProcessConfiguration) const = 0; 103 104 /** Has resources in render pass that might change every frame. 105 * For example broadcasted resources from different render nodes might change every frame. 106 * @param renderPass Input render pass for evaluation. 107 * @return Boolean if one should re-check/re-fetch new handles every frame. 108 */ 109 virtual bool HasChangeableResources(const RenderNodeGraphInputs::InputRenderPass& renderPass) const = 0; 110 111 /** Has resources as inputs that might change every frame. 112 * For example broadcasted resources from different render nodes might change every frame. 113 * @param resources Input resources for evaluation. 114 * @return Boolean if one should re-check/re-fetch new handles every frame. 115 */ 116 virtual bool HasChangeableResources(const RenderNodeGraphInputs::InputResources& resources) const = 0; 117 118 protected: 119 IRenderNodeUtil() = default; 120 virtual ~IRenderNodeUtil() = default; 121 }; 122 RENDER_END_NAMESPACE() 123 124 #endif // API_RENDER_RENDER_NODE_UTIL_H 125