/* * 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 void RegisterPass(T*& pPass) { pPass = new T(); pPass->Init(); m_passes.emplace_back(pPass); } protected: std::vector> m_passes; };