BsRenderStateManager.cpp 11 KB

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  1. #include "BsRenderStateManager.h"
  2. #include "BsSamplerState.h"
  3. #include "BsDepthStencilState.h"
  4. #include "BsRasterizerState.h"
  5. #include "BsBlendState.h"
  6. namespace BansheeEngine
  7. {
  8. SamplerStatePtr RenderStateManager::createSamplerState(const SAMPLER_STATE_DESC& desc) const
  9. {
  10. SPtr<SamplerState> state = _createSamplerStatePtr(desc);
  11. state->initialize();
  12. return state;
  13. }
  14. DepthStencilStatePtr RenderStateManager::createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const
  15. {
  16. SPtr<DepthStencilState> state = _createDepthStencilStatePtr(desc);
  17. state->initialize();
  18. return state;
  19. }
  20. RasterizerStatePtr RenderStateManager::createRasterizerState(const RASTERIZER_STATE_DESC& desc) const
  21. {
  22. SPtr<RasterizerState> state = _createRasterizerStatePtr(desc);
  23. state->initialize();
  24. return state;
  25. }
  26. BlendStatePtr RenderStateManager::createBlendState(const BLEND_STATE_DESC& desc) const
  27. {
  28. SPtr<BlendState> state = _createBlendStatePtr(desc);
  29. state->initialize();
  30. return state;
  31. }
  32. SamplerStatePtr RenderStateManager::_createSamplerStatePtr(const SAMPLER_STATE_DESC& desc) const
  33. {
  34. SamplerStatePtr samplerState = bs_core_ptr<SamplerState>(new (bs_alloc<SamplerState>()) SamplerState(desc));
  35. samplerState->_setThisPtr(samplerState);
  36. return samplerState;
  37. }
  38. DepthStencilStatePtr RenderStateManager::_createDepthStencilStatePtr(const DEPTH_STENCIL_STATE_DESC& desc) const
  39. {
  40. DepthStencilStatePtr depthStencilState = bs_core_ptr<DepthStencilState>(new (bs_alloc<DepthStencilState>()) DepthStencilState(desc));
  41. depthStencilState->_setThisPtr(depthStencilState);
  42. return depthStencilState;
  43. }
  44. RasterizerStatePtr RenderStateManager::_createRasterizerStatePtr(const RASTERIZER_STATE_DESC& desc) const
  45. {
  46. RasterizerStatePtr rasterizerState = bs_core_ptr<RasterizerState>(new (bs_alloc<RasterizerState>()) RasterizerState(desc));
  47. rasterizerState->_setThisPtr(rasterizerState);
  48. return rasterizerState;
  49. }
  50. BlendStatePtr RenderStateManager::_createBlendStatePtr(const BLEND_STATE_DESC& desc) const
  51. {
  52. BlendStatePtr blendState = bs_core_ptr<BlendState>(new (bs_alloc<BlendState>()) BlendState(desc));
  53. blendState->_setThisPtr(blendState);
  54. return blendState;
  55. }
  56. const SamplerStatePtr& RenderStateManager::getDefaultSamplerState() const
  57. {
  58. if(mDefaultSamplerState == nullptr)
  59. mDefaultSamplerState = createSamplerState(SAMPLER_STATE_DESC());
  60. return mDefaultSamplerState;
  61. }
  62. const BlendStatePtr& RenderStateManager::getDefaultBlendState() const
  63. {
  64. if(mDefaultBlendState == nullptr)
  65. mDefaultBlendState = createBlendState(BLEND_STATE_DESC());
  66. return mDefaultBlendState;
  67. }
  68. const RasterizerStatePtr& RenderStateManager::getDefaultRasterizerState() const
  69. {
  70. if(mDefaultRasterizerState == nullptr)
  71. mDefaultRasterizerState = createRasterizerState(RASTERIZER_STATE_DESC());
  72. return mDefaultRasterizerState;
  73. }
  74. const DepthStencilStatePtr& RenderStateManager::getDefaultDepthStencilState() const
  75. {
  76. if(mDefaultDepthStencilState == nullptr)
  77. mDefaultDepthStencilState = createDepthStencilState(DEPTH_STENCIL_STATE_DESC());
  78. return mDefaultDepthStencilState;
  79. }
  80. RenderStateCoreManager::RenderStateCoreManager()
  81. :mNextBlendStateId(0), mNextDepthStencilStateId(0), mNextRasterizerStateId(0)
  82. {
  83. }
  84. SPtr<SamplerStateCore> RenderStateCoreManager::createSamplerState(const SAMPLER_STATE_DESC& desc) const
  85. {
  86. SPtr<SamplerStateCore> state = findCachedState(desc);
  87. if (state == nullptr)
  88. {
  89. state = createSamplerStateInternal(desc);
  90. state->initialize();
  91. notifySamplerStateCreated(desc, state);
  92. }
  93. return state;
  94. }
  95. SPtr<DepthStencilStateCore> RenderStateCoreManager::createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const
  96. {
  97. UINT32 id = 0;
  98. SPtr<DepthStencilStateCore> state = findCachedState(desc, id);
  99. if (state == nullptr)
  100. {
  101. state = createDepthStencilStateInternal(desc, id);
  102. state->initialize();
  103. CachedDepthStencilState cachedData(id);
  104. cachedData.state = state;
  105. notifyDepthStencilStateCreated(desc, cachedData);
  106. }
  107. return state;
  108. }
  109. SPtr<RasterizerStateCore> RenderStateCoreManager::createRasterizerState(const RASTERIZER_STATE_DESC& desc) const
  110. {
  111. UINT32 id = 0;
  112. SPtr<RasterizerStateCore> state = findCachedState(desc, id);
  113. if (state == nullptr)
  114. {
  115. state = createRasterizerStateInternal(desc, id);
  116. state->initialize();
  117. CachedRasterizerState cachedData(id);
  118. cachedData.state = state;
  119. notifyRasterizerStateCreated(desc, cachedData);
  120. }
  121. return state;
  122. }
  123. SPtr<BlendStateCore> RenderStateCoreManager::createBlendState(const BLEND_STATE_DESC& desc) const
  124. {
  125. UINT32 id = 0;
  126. SPtr<BlendStateCore> state = findCachedState(desc, id);
  127. if (state == nullptr)
  128. {
  129. state = createBlendStateInternal(desc, id);
  130. state->initialize();
  131. CachedBlendState cachedData(id);
  132. cachedData.state = state;
  133. notifyBlendStateCreated(desc, cachedData);
  134. }
  135. return state;
  136. }
  137. SPtr<SamplerStateCore> RenderStateCoreManager::_createSamplerState(const SAMPLER_STATE_DESC& desc) const
  138. {
  139. SPtr<SamplerStateCore> state = findCachedState(desc);
  140. if (state == nullptr)
  141. {
  142. state = createSamplerStateInternal(desc);
  143. notifySamplerStateCreated(desc, state);
  144. }
  145. return state;
  146. }
  147. SPtr<DepthStencilStateCore> RenderStateCoreManager::_createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const
  148. {
  149. UINT32 id = 0;
  150. SPtr<DepthStencilStateCore> state = findCachedState(desc, id);
  151. if (state == nullptr)
  152. {
  153. state = createDepthStencilStateInternal(desc, id);
  154. CachedDepthStencilState cachedData(id);
  155. cachedData.state = state;
  156. notifyDepthStencilStateCreated(desc, cachedData);
  157. }
  158. return state;
  159. }
  160. SPtr<RasterizerStateCore> RenderStateCoreManager::_createRasterizerState(const RASTERIZER_STATE_DESC& desc) const
  161. {
  162. UINT32 id = 0;
  163. SPtr<RasterizerStateCore> state = findCachedState(desc, id);
  164. if (state == nullptr)
  165. {
  166. state = createRasterizerStateInternal(desc, id);
  167. CachedRasterizerState cachedData(id);
  168. cachedData.state = state;
  169. notifyRasterizerStateCreated(desc, cachedData);
  170. }
  171. return state;
  172. }
  173. SPtr<BlendStateCore> RenderStateCoreManager::_createBlendState(const BLEND_STATE_DESC& desc) const
  174. {
  175. UINT32 id = 0;
  176. SPtr<BlendStateCore> state = findCachedState(desc, id);
  177. if (state == nullptr)
  178. {
  179. state = createBlendStateInternal(desc, id);
  180. CachedBlendState cachedData(id);
  181. cachedData.state = state;
  182. notifyBlendStateCreated(desc, cachedData);
  183. }
  184. return state;
  185. }
  186. const SPtr<SamplerStateCore>& RenderStateCoreManager::getDefaultSamplerState() const
  187. {
  188. if (mDefaultSamplerState == nullptr)
  189. mDefaultSamplerState = createSamplerState(SAMPLER_STATE_DESC());
  190. return mDefaultSamplerState;
  191. }
  192. const SPtr<BlendStateCore>& RenderStateCoreManager::getDefaultBlendState() const
  193. {
  194. if (mDefaultBlendState == nullptr)
  195. mDefaultBlendState = createBlendState(BLEND_STATE_DESC());
  196. return mDefaultBlendState;
  197. }
  198. const SPtr<RasterizerStateCore>& RenderStateCoreManager::getDefaultRasterizerState() const
  199. {
  200. if (mDefaultRasterizerState == nullptr)
  201. mDefaultRasterizerState = createRasterizerState(RASTERIZER_STATE_DESC());
  202. return mDefaultRasterizerState;
  203. }
  204. const SPtr<DepthStencilStateCore>& RenderStateCoreManager::getDefaultDepthStencilState() const
  205. {
  206. if (mDefaultDepthStencilState == nullptr)
  207. mDefaultDepthStencilState = createDepthStencilState(DEPTH_STENCIL_STATE_DESC());
  208. return mDefaultDepthStencilState;
  209. }
  210. void RenderStateCoreManager::notifySamplerStateCreated(const SAMPLER_STATE_DESC& desc, const SPtr<SamplerStateCore>& state) const
  211. {
  212. BS_LOCK_MUTEX(mMutex);
  213. mCachedSamplerStates[desc] = state;
  214. }
  215. void RenderStateCoreManager::notifyBlendStateCreated(const BLEND_STATE_DESC& desc, const CachedBlendState& state) const
  216. {
  217. BS_LOCK_MUTEX(mMutex);
  218. mCachedBlendStates[desc] = state;
  219. }
  220. void RenderStateCoreManager::notifyRasterizerStateCreated(const RASTERIZER_STATE_DESC& desc, const CachedRasterizerState& state) const
  221. {
  222. BS_LOCK_MUTEX(mMutex);
  223. mCachedRasterizerStates[desc] = state;
  224. }
  225. void RenderStateCoreManager::notifyDepthStencilStateCreated(const DEPTH_STENCIL_STATE_DESC& desc, const CachedDepthStencilState& state) const
  226. {
  227. BS_LOCK_MUTEX(mMutex);
  228. mCachedDepthStencilStates[desc] = state;
  229. }
  230. void RenderStateCoreManager::notifySamplerStateDestroyed(const SAMPLER_STATE_DESC& desc) const
  231. {
  232. BS_LOCK_MUTEX(mMutex);
  233. mCachedSamplerStates.erase(desc);
  234. }
  235. SPtr<SamplerStateCore> RenderStateCoreManager::findCachedState(const SAMPLER_STATE_DESC& desc) const
  236. {
  237. BS_LOCK_MUTEX(mMutex);
  238. auto iterFind = mCachedSamplerStates.find(desc);
  239. if (iterFind != mCachedSamplerStates.end())
  240. return iterFind->second.lock();
  241. return nullptr;
  242. }
  243. SPtr<BlendStateCore> RenderStateCoreManager::findCachedState(const BLEND_STATE_DESC& desc, UINT32& id) const
  244. {
  245. BS_LOCK_MUTEX(mMutex);
  246. auto iterFind = mCachedBlendStates.find(desc);
  247. if (iterFind != mCachedBlendStates.end())
  248. {
  249. id = iterFind->second.id;
  250. if (!iterFind->second.state.expired())
  251. return iterFind->second.state.lock();
  252. return nullptr;
  253. }
  254. id = mNextBlendStateId++;
  255. assert(id <= 0x3FF); // 10 bits maximum
  256. return nullptr;
  257. }
  258. SPtr<RasterizerStateCore> RenderStateCoreManager::findCachedState(const RASTERIZER_STATE_DESC& desc, UINT32& id) const
  259. {
  260. BS_LOCK_MUTEX(mMutex);
  261. auto iterFind = mCachedRasterizerStates.find(desc);
  262. if (iterFind != mCachedRasterizerStates.end())
  263. {
  264. id = iterFind->second.id;
  265. if (!iterFind->second.state.expired())
  266. return iterFind->second.state.lock();
  267. return nullptr;
  268. }
  269. id = mNextRasterizerStateId++;
  270. assert(id <= 0x3FF); // 10 bits maximum
  271. return nullptr;
  272. }
  273. SPtr<DepthStencilStateCore> RenderStateCoreManager::findCachedState(const DEPTH_STENCIL_STATE_DESC& desc, UINT32& id) const
  274. {
  275. BS_LOCK_MUTEX(mMutex);
  276. auto iterFind = mCachedDepthStencilStates.find(desc);
  277. if (iterFind != mCachedDepthStencilStates.end())
  278. {
  279. id = iterFind->second.id;
  280. if (!iterFind->second.state.expired())
  281. return iterFind->second.state.lock();
  282. return nullptr;
  283. }
  284. id = mNextDepthStencilStateId++;
  285. assert(id <= 0x3FF); // 10 bits maximum
  286. return nullptr;
  287. }
  288. SPtr<SamplerStateCore> RenderStateCoreManager::createSamplerStateInternal(const SAMPLER_STATE_DESC& desc) const
  289. {
  290. SPtr<SamplerStateCore> state = bs_shared_ptr<SamplerStateCore>(new (bs_alloc<SamplerStateCore>()) SamplerStateCore(desc));
  291. state->_setThisPtr(state);
  292. return state;
  293. }
  294. SPtr<DepthStencilStateCore> RenderStateCoreManager::createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const
  295. {
  296. SPtr<DepthStencilStateCore> state = bs_shared_ptr<DepthStencilStateCore>(new (bs_alloc<DepthStencilStateCore>()) DepthStencilStateCore(desc, id));
  297. state->_setThisPtr(state);
  298. return state;
  299. }
  300. SPtr<RasterizerStateCore> RenderStateCoreManager::createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const
  301. {
  302. SPtr<RasterizerStateCore> state = bs_shared_ptr<RasterizerStateCore>(new (bs_alloc<RasterizerStateCore>()) RasterizerStateCore(desc, id));
  303. state->_setThisPtr(state);
  304. return state;
  305. }
  306. SPtr<BlendStateCore> RenderStateCoreManager::createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const
  307. {
  308. SPtr<BlendStateCore> state = bs_shared_ptr<BlendStateCore>(new (bs_alloc<BlendStateCore>()) BlendStateCore(desc, id));
  309. state->_setThisPtr(state);
  310. return state;
  311. }
  312. }