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#pragma once
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#include <cstdint>
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#include <map>
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#include <memory>
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#include "AdjacencyMatrix.hpp"
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#include "Gpu.hpp"
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#include "RenderGraphBuffer.hpp"
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namespace lft::rg {
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/**
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* Lightweight definition of the render graph to be run.
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*/
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class RenderGraph {
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private:
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const Gpu* m_gpu;
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std::string m_output_name;
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AdjacencyMatrix* m_dependency_matrix;
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std::vector<RenderGraphBuffer*> m_buffers;
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std::vector<VkFence> m_fences;
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uint32_t m_buffer_idx;
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void create_fences();
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std::vector<VkSemaphoreSubmitInfoKHR> get_wait_semaphores_for(
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const RenderGraphBuffer* pBuffer,
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uint32_t cmdbuf_idx
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) const;
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void wait_for_previous_frame(uint32_t buffer_idx);
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bool is_recording_invalid(const RenderGraphBuffer& buffer, uint32_t cmdbuf_idx);
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void record_command_buffer(
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uint32_t buffer_idx,
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uint32_t cmdbuf_idx,
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uint32_t output_idx
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);
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void submit_command_buffer(
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uint32_t buffer_idx,
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uint32_t cmdbuf_idx,
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VkSemaphore wait_semaphore,
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VkFence fence,
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uint32_t output_idx
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);
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bool is_batch_writing_to_final_image(const Batch& buffer) const;
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public:
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const RenderGraphBuffer& buffer(uint32_t idx) const {
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return *m_buffers[idx];
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}
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RenderGraph& invalidate(const std::string& name);
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RenderGraph(const Gpu* gpu,
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const std::string& output_name,
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const std::vector<RenderGraphBuffer*>& buffers,
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AdjacencyMatrix* dependencies
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);
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/**
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* Runs the render graph. Outputs to final image.
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* @param chainImageIdx index of image in the final image chain
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* @param final_image_fence fence to wait on for final image. The render graph will attempt to run as much tasks before waiting as possible.
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*/
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void run(uint32_t chainImageIdx, VkSemaphore semaphore, VkFence final_image_fence);
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};
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}
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