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- #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<void(AsyncOp&)> commandCallback)
- {
- return mCommandQueue->queueReturn(commandCallback);
- }
- void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
- {
- mCommandQueue->queue(commandCallback);
- }
- void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
- {
- Queue<QueuedCommand>* 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();
- }
- }
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