#include "BsCoreThreadAccessor.h" #include "BsCommandQueue.h" #include "BsRenderSystem.h" #include "BsBlendState.h" #include "BsRasterizerState.h" #include "BsDepthStencilState.h" #include "BsGpuResourceData.h" #include "BsIndexBuffer.h" #include "BsVertexBuffer.h" #include "BsVideoModeInfo.h" #include "BsGpuParams.h" #include "BsPass.h" #include "BsMaterial.h" #include "BsCoreThread.h" namespace BansheeEngine { CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue) :mCommandQueue(commandQueue) { } CoreThreadAccessorBase::~CoreThreadAccessorBase() { bs_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::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr, const TextureSurface& surface) { mCommandQueue->queue(std::bind(&RenderSystem::setLoadStoreTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr, surface)); } 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::setVertexBuffers(UINT32 index, const Vector& buffers) { Vector> coreBuffers(buffers.size()); for (UINT32 i = 0; i < (UINT32)buffers.size(); i++) coreBuffers[i] = buffers[i] != nullptr ? buffers[i]->getCore() : nullptr; std::function>&)> resizeFunc = [](RenderSystem* rs, UINT32 idx, const Vector>& _buffers) { rs->setVertexBuffers(idx, (SPtr*)_buffers.data(), (UINT32)_buffers.size()); }; mCommandQueue->queue(std::bind(resizeFunc, RenderSystem::instancePtr(), index, coreBuffers)); } void CoreThreadAccessorBase::setIndexBuffer(const IndexBufferPtr& buffer) { mCommandQueue->queue(std::bind(&RenderSystem::setIndexBuffer, RenderSystem::instancePtr(), buffer->getCore())); } void CoreThreadAccessorBase::setVertexDeclaration(const VertexDeclarationPtr& vertexDeclaration) { mCommandQueue->queue(std::bind(&RenderSystem::setVertexDeclaration, RenderSystem::instancePtr(), vertexDeclaration)); } void CoreThreadAccessorBase::setViewport(const Rect2& 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->getCore())); } 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, params->_clone(gCoreThread().getFrameAlloc(), true))); } 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->getCore())); } 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)); } AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer) { data->_lock(); resource->_writeSubresourceSim(subresourceIdx, *data, discardEntireBuffer); 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)); } 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(); } }