text: /***************************************************************************
  # Copyright (c) 2018, NVIDIA CORPORATION. All rights reserved.
  #
  # Redistribution and use in source and binary forms, with or without
  # modification, are permitted provided that the following conditions
  # are met:
  #  * Redistributions of source code must retain the above copyright
  #    notice, this list of conditions and the following disclaimer.
  #  * Redistributions in binary form must reproduce the above copyright
  #    notice, this list of conditions and the following disclaimer in the
  #    documentation and/or other materials provided with the distribution.
  #  * Neither the name of NVIDIA CORPORATION nor the names of its
  #    contributors may be used to endorse or promote products derived
  #    from this software without specific prior written permission.
  #
  # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  # PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  # CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  # PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  # PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  # OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  # (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ***************************************************************************/
  #pragma once
  #include "ResourceCache.h"
  #include "Utils/Scripting/Dictionary.h"
  #include "RenderPass.h"
  
  namespace Falcor
  {
      class RenderGraphCompiler;
  
      class dlldecl RenderGraphExe
      {
      public:
          using SharedPtr = std::shared_ptr<RenderGraphExe>;        
          struct Context
          {
              RenderContext* pRenderContext;
              Dictionary::SharedPtr pGraphDictionary;
              bool profileGraph;
              uvec2 defaultTexDims;
              ResourceFormat defaultTexFormat;
          };
  
          /** Execute the graph
          */
          void execute(const Context& ctx);
  
          /** Render the UI
          */
          void renderUI(Gui::Widgets& widget);
  
          /** Mouse event handler.
              Returns true if the event was handled by the object, false otherwise
          */
          bool onMouseEvent(const MouseEvent& mouseEvent);
  
          /** Keyboard event handler
          Returns true if the event was handled by the object, false otherwise
          */
          bool onKeyEvent(const KeyboardEvent& keyEvent);
  
          /** Get a resource from the cache
          */
          Resource::SharedPtr getResource(const std::string& name) const;
  
          /** Set an external input resource
              \param[in] name Input name. Has the format `renderPassName.resourceName`
              \param[in] pResource The resource to bind. If this is nullptr, will unregister the resource
          */
          void setInput(const std::string& name, const Resource::SharedPtr& pResource);
  
      private:
          friend class RenderGraphCompiler;
          static SharedPtr create() { return SharedPtr(new RenderGraphExe); }
          RenderGraphExe() = default;
  
          void insertPass(const std::string& name, const RenderPass::SharedPtr& pPass);
  
          struct Pass
          {
              std::string name;
              RenderPass::SharedPtr pPass;
          private:
              friend class RenderGraphExe; // Force RenderGraphCompiler to use insertPass() by hiding this Ctor from it
              Pass(const std::string& name_, const RenderPass::SharedPtr& pPass_) : name(name_), pPass(pPass_) {}
          };
  
          std::vector<Pass> mExecutionList;
          ResourceCache::SharedPtr mpResourceCache;
      };
  }
  