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o3de/Code/CryEngine/RenderDll/XRenderD3D9/GraphicsPipeline/Common/GraphicsPipeline.h

49 lines
1.4 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
#include "GraphicsPipelinePass.h"
class CGraphicsPipeline
{
public:
virtual ~CGraphicsPipeline();
// Allocate resources needed by the pipeline & passes
virtual void Init() = 0;
// Free resources needed by the pipeline & passes
virtual void Shutdown() = 0;
// Prepare all passes before actual drawing starts
virtual void Prepare() = 0;
// Execute the pipeline and its passes
virtual void Execute() = 0;
// Reset all render passes and their PSOs
// Needed if shaders need to be reloaded
virtual void Reset() = 0;
protected:
template<class T>
void RegisterPass(T*& pPass)
{
pPass = new T();
pPass->Init();
m_passes.emplace_back(pPass);
}
protected:
std::vector<std::unique_ptr<GraphicsPipelinePass>> m_passes;
};