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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