// // Copyright 2019 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef PXR_IMAGING_HD_ST_IMAGE_SHADER_RENDER_PASS_H #define PXR_IMAGING_HD_ST_IMAGE_SHADER_RENDER_PASS_H #include "pxr/pxr.h" #include "pxr/imaging/hdSt/api.h" #include "pxr/imaging/hdSt/drawItemInstance.h" #include "pxr/imaging/hd/renderPass.h" #include PXR_NAMESPACE_OPEN_SCOPE using HdStResourceRegistrySharedPtr = std::shared_ptr; using HdSt_ImageShaderRenderPassSharedPtr = std::shared_ptr; using HdStResourceRegistrySharedPtr = std::shared_ptr; class Hgi; /// \class HdSt_ImageShaderRenderPass /// /// A single, full-screen triangle render pass. /// The task that creates this RenderPass should set a RenderPassShader on the /// RenderPassState. The RenderPassShader is your full-screen post-effect. /// The benefit of using RenderPassShader is that it participates in codegen. /// This means your full-screen shader can use buffers created by other tasks. /// class HdSt_ImageShaderRenderPass final : public HdRenderPass { public: HDST_API HdSt_ImageShaderRenderPass(HdRenderIndex *index, HdRprimCollection const &collection); HDST_API virtual ~HdSt_ImageShaderRenderPass(); protected: virtual void _Prepare(TfTokenVector const &renderTags) override; virtual void _Execute(HdRenderPassStateSharedPtr const &renderPassState, TfTokenVector const &renderTags) override; virtual void _MarkCollectionDirty() override; private: // Setup a BAR for a single triangle void _SetupVertexPrimvarBAR(HdStResourceRegistrySharedPtr const&); // We re-use the immediateBatch to draw the full-screen triangle. HdRprimSharedData _sharedData; HdStDrawItem _drawItem; HdStDrawItemInstance _drawItemInstance; HdSt_DrawBatchSharedPtr _immediateBatch; Hgi* _hgi; }; PXR_NAMESPACE_CLOSE_SCOPE #endif