/*
* 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