#include "CmCoreThreadAccessor.h" #include "CmCommandQueue.h" #include "CmRenderSystem.h" #include "CmBlendState.h" #include "CmRasterizerState.h" #include "CmDepthStencilState.h" #include "CmGpuResourceData.h" #include "CmVideoModeInfo.h" #include "CmGpuParams.h" #include "CmPass.h" #include "CmMaterial.h" #include "CmCoreThread.h" namespace BansheeEngine { CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue) :mCommandQueue(commandQueue) { } CoreThreadAccessorBase::~CoreThreadAccessorBase() { cm_delete(mCommandQueue); } void CoreThreadAccessorBase::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit) { mCommandQueue->queue(std::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit)); } void CoreThreadAccessorBase::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr) { mCommandQueue->queue(std::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr)); } void CoreThreadAccessorBase::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState) { mCommandQueue->queue(std::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState)); } void CoreThreadAccessorBase::setBlendState(const BlendStatePtr& blendState) { mCommandQueue->queue(std::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState)); } void CoreThreadAccessorBase::setRasterizerState(const RasterizerStatePtr& rasterizerState) { mCommandQueue->queue(std::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState)); } void CoreThreadAccessorBase::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue) { mCommandQueue->queue(std::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue)); } void CoreThreadAccessorBase::setViewport(const ViewportPtr& vp) { mCommandQueue->queue(std::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp)); } void CoreThreadAccessorBase::setDrawOperation(DrawOperationType op) { mCommandQueue->queue(std::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op)); } void CoreThreadAccessorBase::setClipPlanes(const PlaneList& clipPlanes) { mCommandQueue->queue(std::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes)); } void CoreThreadAccessorBase::addClipPlane(const Plane& p) { mCommandQueue->queue(std::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p)); } void CoreThreadAccessorBase::resetClipPlanes() { mCommandQueue->queue(std::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr())); } void CoreThreadAccessorBase::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom) { mCommandQueue->queue(std::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom)); } void CoreThreadAccessorBase::setRenderTarget(RenderTargetPtr target) { mCommandQueue->queue(std::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target)); } void CoreThreadAccessorBase::bindGpuProgram(HGpuProgram prg) { mCommandQueue->queue(std::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg)); } void CoreThreadAccessorBase::unbindGpuProgram(GpuProgramType gptype) { mCommandQueue->queue(std::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype)); } void CoreThreadAccessorBase::bindGpuParams(GpuProgramType gptype, const GpuParamsPtr& params) { mCommandQueue->queue(std::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, BindableGpuParams(params, gCoreThread().getFrameAlloc()))); } void CoreThreadAccessorBase::beginRender() { mCommandQueue->queue(std::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr())); } void CoreThreadAccessorBase::endRender() { mCommandQueue->queue(std::bind(&RenderSystem::endFrame, RenderSystem::instancePtr())); } void CoreThreadAccessorBase::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil) { mCommandQueue->queue(std::bind(&RenderSystem::clearRenderTarget, RenderSystem::instancePtr(), buffers, color, depth, stencil)); } void CoreThreadAccessorBase::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil) { mCommandQueue->queue(std::bind(&RenderSystem::clearViewport, RenderSystem::instancePtr(), buffers, color, depth, stencil)); } void CoreThreadAccessorBase::swapBuffers(RenderTargetPtr target) { mCommandQueue->queue(std::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target)); } void CoreThreadAccessorBase::render(const MeshBasePtr& mesh, UINT32 indexOffset, UINT32 indexCount, bool useIndices, DrawOperationType drawOp) { mCommandQueue->queue(std::bind(&RenderSystem::render, RenderSystem::instancePtr(), mesh, indexOffset, indexCount, useIndices, drawOp)); } void CoreThreadAccessorBase::draw(UINT32 vertexOffset, UINT32 vertexCount) { mCommandQueue->queue(std::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexOffset, vertexCount)); } void CoreThreadAccessorBase::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount) { mCommandQueue->queue(std::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexOffset, vertexCount)); } void CoreThreadAccessorBase::setPass(const PassPtr& pass, const PassParametersPtr& params) { HGpuProgram vertProgram = pass->getVertexProgram(); if(vertProgram) bindGpuProgram(vertProgram); else unbindGpuProgram(GPT_VERTEX_PROGRAM); HGpuProgram fragProgram = pass->getFragmentProgram(); if(fragProgram) bindGpuProgram(fragProgram); else unbindGpuProgram(GPT_FRAGMENT_PROGRAM); HGpuProgram geomProgram = pass->getGeometryProgram(); if(geomProgram) bindGpuProgram(geomProgram); else unbindGpuProgram(GPT_GEOMETRY_PROGRAM); HGpuProgram hullProgram = pass->getHullProgram(); if(hullProgram) bindGpuProgram(hullProgram); else unbindGpuProgram(GPT_HULL_PROGRAM); HGpuProgram domainProgram = pass->getDomainProgram(); if(domainProgram) bindGpuProgram(domainProgram); else unbindGpuProgram(GPT_DOMAIN_PROGRAM); // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures) // TODO: Disable remaining texture units //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures()); // Set up non-texture related pass settings HBlendState blendState = pass->getBlendState(); if(blendState != nullptr) setBlendState(blendState.getInternalPtr()); else setBlendState(BlendState::getDefault()); HDepthStencilState depthStancilState = pass->getDepthStencilState(); if(depthStancilState != nullptr) setDepthStencilState(depthStancilState.getInternalPtr(), pass->getStencilRefValue()); else setDepthStencilState(DepthStencilState::getDefault(), pass->getStencilRefValue()); HRasterizerState rasterizerState = pass->getRasterizerState(); if(rasterizerState != nullptr) setRasterizerState(rasterizerState.getInternalPtr()); else setRasterizerState(RasterizerState::getDefault()); if(vertProgram) bindGpuParams(GPT_VERTEX_PROGRAM, params->mVertParams); if(fragProgram) bindGpuParams(GPT_FRAGMENT_PROGRAM, params->mFragParams); if(geomProgram) bindGpuParams(GPT_GEOMETRY_PROGRAM, params->mGeomParams); if(hullProgram) bindGpuParams(GPT_HULL_PROGRAM, params->mHullParams); if(domainProgram) bindGpuParams(GPT_DOMAIN_PROGRAM, params->mDomainParams); HGpuProgram computeProgram = pass->getComputeProgram(); if(computeProgram) bindGpuParams(GPT_COMPUTE_PROGRAM, params->mComputeParams); } AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer) { data->_lock(); return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource, subresourceIdx, data, discardEntireBuffer, std::placeholders::_1)); } AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data) { data->_lock(); return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(), resource, subresourceIdx, data, std::placeholders::_1)); } void CoreThreadAccessorBase::resizeWindow(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height) { mCommandQueue->queue(std::bind(&RenderWindow::resize, renderWindow.get(), width, height)); } void CoreThreadAccessorBase::moveWindow(RenderWindowPtr& renderWindow, INT32 left, INT32 top) { mCommandQueue->queue(std::bind(&RenderWindow::move, renderWindow.get(), left, top)); } void CoreThreadAccessorBase::hideWindow(RenderWindowPtr& renderWindow) { mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), true)); } void CoreThreadAccessorBase::showWindow(RenderWindowPtr& renderWindow) { mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), false)); } void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx) { void(RenderWindow::*funcPtr)(UINT32, UINT32, float, UINT32) = &RenderWindow::setFullscreen; mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), width, height, refreshRate, monitorIdx)); } void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, const VideoMode& mode, UINT32 refreshRateIdx) { void(RenderWindow::*funcPtr)(const VideoMode&, UINT32) = &RenderWindow::setFullscreen; mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), std::cref(mode), refreshRateIdx)); } void CoreThreadAccessorBase::setWindowed(RenderWindowPtr& renderWindow) { mCommandQueue->queue(std::bind(&RenderWindow::setWindowed, renderWindow.get())); } AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function commandCallback) { return mCommandQueue->queueReturn(commandCallback); } void CoreThreadAccessorBase::queueCommand(std::function commandCallback) { mCommandQueue->queue(commandCallback); } void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete) { Queue* commands = mCommandQueue->flush(); gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete); } void CoreThreadAccessorBase::cancelAll() { // Note that this won't free any Frame data allocated for all the canceled commands since // frame data will only get cleared at frame start mCommandQueue->cancelAll(); } }