/* * Copyright (c) 2024 Huawei Device Co., Ltd. * 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. */ #ifndef RENDER_BACKEND_H #define RENDER_BACKEND_H #include #include #include #include #include RENDER_BEGIN_NAMESPACE() class Device; class GpuResourceManager; struct RenderCommandContext; struct RenderCommandFrameData; struct RenderBackendBackBufferConfiguration { struct SwapchainData { RenderHandle handle; // state after render node graph processing GpuResourceState backBufferState; // layout after render node graph processing ImageLayout layout { ImageLayout::CORE_IMAGE_LAYOUT_UNDEFINED }; // configuration for the back buffer NodeGraphBackBufferConfiguration config; }; BASE_NS::vector swapchainData; }; class RenderBackend { public: RenderBackend() = default; virtual ~RenderBackend() = default; virtual void Render(RenderCommandFrameData& renderCommandFrameData, const RenderBackendBackBufferConfiguration& backBufferConfig) = 0; virtual void Present(const RenderBackendBackBufferConfiguration& backBufferConfig) = 0; private: }; RENDER_END_NAMESPACE() #endif // RENDER_BACKEND_H