1 /*
2  * Copyright (c) 2024 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/array_view.h>
20 #include <base/containers/unique_ptr.h>
21 #include <render/datastore/intf_render_data_store_post_process.h>
22 #include <render/datastore/render_data_store_render_pods.h>
23 #include <render/device/pipeline_state_desc.h>
24 #include <render/namespace.h>
25 #include <render/nodecontext/intf_pipeline_descriptor_set_binder.h>
26 #include <render/render_data_structures.h>
27 #include <render/resource_handle.h>
28 
29 RENDER_BEGIN_NAMESPACE()
30 struct PipelineLayout;
31 
32 /** @ingroup group_render_irendernodeutil */
33 /** Interface for helper class to create different required rendering types from inputs.
34  *  Can create objects through IRenderNodeContextManager.
35  */
36 class IRenderNodeUtil {
37 public:
38     /** Create input render pass from json data input render pass.
39      * @param renderPass Render pass from json format.
40      * @return Input render pass with handles. I.e. resources and their type-mapping used for rendering.
41      */
42     virtual RenderNodeHandles::InputRenderPass CreateInputRenderPass(
43         const RenderNodeGraphInputs::InputRenderPass& renderPass) const = 0;
44 
45     /** Create input resources from json data input render pass.
46      * @param inputResources Resources from json format.
47      * @return Input resources with handles. I.e. resources and their type-mapping used for rendering.
48      */
49     virtual RenderNodeHandles::InputResources CreateInputResources(
50         const RenderNodeGraphInputs::InputResources& inputResources) const = 0;
51 
52     /** Create a render pass based on render node handles.
53      * @param renderPass Input render pass.
54      * @return Render pass struct.
55      */
56     virtual RenderPass CreateRenderPass(const RenderNodeHandles::InputRenderPass& renderPass) const = 0;
57 
58     /** Create pipeline layout based on PL which is attached to the shader or if not found create from shader
59      * reflection.
60      * @param shaderHandle Shader handle.
61      * @return Pipeline layout that was reflected from the given shader.
62      */
63     virtual PipelineLayout CreatePipelineLayout(const RenderHandle& shaderHandle) const = 0;
64 
65     /** Get descriptor counts from pipeline layout.
66      * @param pipelineLayout Valid pipeline layout which matches upcoming bindings.
67      * @return Descriptor counts struct used to pass for reserving render node specific descriptor sets.
68      */
69     virtual DescriptorCounts GetDescriptorCounts(const PipelineLayout& pipelineLayout) const = 0;
70 
71     /** Get descriptor counts from desriptor set layout bindings.
72      * @param bindings Bindings.
73      * @return Descriptor counts struct used to pass for reserving render node specific descriptor sets.
74      */
75     virtual DescriptorCounts GetDescriptorCounts(
76         const BASE_NS::array_view<DescriptorSetLayoutBinding> bindings) const = 0;
77 
78     /** Create pipeline descriptor set binder.
79      * @param renderNodeContextMgr Access to render node resource managers.
80      * @param pipelineLayout Pipeline layout.
81      * @return A pipeline descriptor set binder based on pipeline layout.
82      */
83     virtual IPipelineDescriptorSetBinder::Ptr CreatePipelineDescriptorSetBinder(
84         const PipelineLayout& pipelineLayout) const = 0;
85 
86     /** Bind render node handle input resources to binder.
87      * @param resources Render node handle input resources.
88      * @param pipelineDescriptorSetBinder Pipeline descriptor set binder.
89      */
90     virtual void BindResourcesToBinder(const RenderNodeHandles::InputResources& resources,
91         IPipelineDescriptorSetBinder& pipelineDescriptorSetBinder) const = 0;
92 
93     /** Create default viewport based on render pass attachments render area.
94      * @param renderPass Render pass.
95      * @return A viewport desc based on render pass attachments.
96      */
97     virtual ViewportDesc CreateDefaultViewport(const RenderPass& renderPass) const = 0;
98 
99     /** Create default scissor based on render pass attachments render area.
100      * @param renderPass Render pass.
101      * @return A scissor descriptor based on render pass attachments.
102      */
103     virtual ScissorDesc CreateDefaultScissor(const RenderPass& renderPass) const = 0;
104 
105     /** Create post process configuration for shader usage.
106      * @param postProcessConfiguration Post process configuration.
107      * @return A RenderPostProcessConfiguration.
108      */
109     virtual RenderPostProcessConfiguration GetRenderPostProcessConfiguration(
110         const PostProcessConfiguration& postProcessConfiguration) const = 0;
111 
112     /** Create post process configuration for shader usage.
113      * @param postProcessConfiguration Post process configuration.
114      * @return A RenderPostProcessConfiguration.
115      */
116     virtual RenderPostProcessConfiguration GetRenderPostProcessConfiguration(
117         const IRenderDataStorePostProcess::GlobalFactors& globalFactors) const = 0;
118 
119     /** Has resources in render pass that might change every frame.
120      * For example broadcasted resources from different render nodes might change every frame.
121      * @param renderPass Input render pass for evaluation.
122      * @return Boolean if one should re-check/re-fetch new handles every frame.
123      */
124     virtual bool HasChangeableResources(const RenderNodeGraphInputs::InputRenderPass& renderPass) const = 0;
125 
126     /** Has resources as inputs that might change every frame.
127      * For example broadcasted resources from different render nodes might change every frame.
128      * @param resources Input resources for evaluation.
129      * @return Boolean if one should re-check/re-fetch new handles every frame.
130      */
131     virtual bool HasChangeableResources(const RenderNodeGraphInputs::InputResources& resources) const = 0;
132 
133 protected:
134     IRenderNodeUtil() = default;
135     virtual ~IRenderNodeUtil() = default;
136 };
137 RENDER_END_NAMESPACE()
138 
139 #endif // API_RENDER_RENDER_NODE_UTIL_H
140