CmCoreThreadAccessor.cpp 11 KB

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  1. #include "CmCoreThreadAccessor.h"
  2. #include "CmCommandQueue.h"
  3. #include "CmRenderSystem.h"
  4. #include "CmBlendState.h"
  5. #include "CmRasterizerState.h"
  6. #include "CmDepthStencilState.h"
  7. #include "CmGpuResourceData.h"
  8. #include "CmVideoModeInfo.h"
  9. #include "CmGpuParams.h"
  10. #include "CmPass.h"
  11. #include "CmMaterial.h"
  12. #include "CmCoreThread.h"
  13. namespace BansheeEngine
  14. {
  15. CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue)
  16. :mCommandQueue(commandQueue)
  17. {
  18. }
  19. CoreThreadAccessorBase::~CoreThreadAccessorBase()
  20. {
  21. cm_delete(mCommandQueue);
  22. }
  23. void CoreThreadAccessorBase::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  24. {
  25. mCommandQueue->queue(std::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit));
  26. }
  27. void CoreThreadAccessorBase::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  28. {
  29. mCommandQueue->queue(std::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr));
  30. }
  31. void CoreThreadAccessorBase::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  32. {
  33. mCommandQueue->queue(std::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState));
  34. }
  35. void CoreThreadAccessorBase::setBlendState(const BlendStatePtr& blendState)
  36. {
  37. mCommandQueue->queue(std::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState));
  38. }
  39. void CoreThreadAccessorBase::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  40. {
  41. mCommandQueue->queue(std::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState));
  42. }
  43. void CoreThreadAccessorBase::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  44. {
  45. mCommandQueue->queue(std::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue));
  46. }
  47. void CoreThreadAccessorBase::setViewport(const ViewportPtr& vp)
  48. {
  49. mCommandQueue->queue(std::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp));
  50. }
  51. void CoreThreadAccessorBase::setDrawOperation(DrawOperationType op)
  52. {
  53. mCommandQueue->queue(std::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op));
  54. }
  55. void CoreThreadAccessorBase::setClipPlanes(const PlaneList& clipPlanes)
  56. {
  57. mCommandQueue->queue(std::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes));
  58. }
  59. void CoreThreadAccessorBase::addClipPlane(const Plane& p)
  60. {
  61. mCommandQueue->queue(std::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p));
  62. }
  63. void CoreThreadAccessorBase::resetClipPlanes()
  64. {
  65. mCommandQueue->queue(std::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr()));
  66. }
  67. void CoreThreadAccessorBase::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  68. {
  69. mCommandQueue->queue(std::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom));
  70. }
  71. void CoreThreadAccessorBase::setRenderTarget(RenderTargetPtr target)
  72. {
  73. mCommandQueue->queue(std::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target));
  74. }
  75. void CoreThreadAccessorBase::bindGpuProgram(HGpuProgram prg)
  76. {
  77. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg));
  78. }
  79. void CoreThreadAccessorBase::unbindGpuProgram(GpuProgramType gptype)
  80. {
  81. mCommandQueue->queue(std::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype));
  82. }
  83. void CoreThreadAccessorBase::bindGpuParams(GpuProgramType gptype, const GpuParamsPtr& params)
  84. {
  85. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, BindableGpuParams(params, gCoreThread().getFrameAlloc())));
  86. }
  87. void CoreThreadAccessorBase::beginRender()
  88. {
  89. mCommandQueue->queue(std::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr()));
  90. }
  91. void CoreThreadAccessorBase::endRender()
  92. {
  93. mCommandQueue->queue(std::bind(&RenderSystem::endFrame, RenderSystem::instancePtr()));
  94. }
  95. void CoreThreadAccessorBase::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  96. {
  97. mCommandQueue->queue(std::bind(&RenderSystem::clearRenderTarget, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  98. }
  99. void CoreThreadAccessorBase::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  100. {
  101. mCommandQueue->queue(std::bind(&RenderSystem::clearViewport, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  102. }
  103. void CoreThreadAccessorBase::swapBuffers(RenderTargetPtr target)
  104. {
  105. mCommandQueue->queue(std::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target));
  106. }
  107. void CoreThreadAccessorBase::render(const MeshBasePtr& mesh, UINT32 indexOffset, UINT32 indexCount, bool useIndices, DrawOperationType drawOp)
  108. {
  109. mCommandQueue->queue(std::bind(&RenderSystem::render, RenderSystem::instancePtr(), mesh, indexOffset, indexCount, useIndices, drawOp));
  110. }
  111. void CoreThreadAccessorBase::draw(UINT32 vertexOffset, UINT32 vertexCount)
  112. {
  113. mCommandQueue->queue(std::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexOffset, vertexCount));
  114. }
  115. void CoreThreadAccessorBase::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  116. {
  117. mCommandQueue->queue(std::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexOffset, vertexCount));
  118. }
  119. void CoreThreadAccessorBase::setPass(const PassPtr& pass, const PassParametersPtr& params)
  120. {
  121. HGpuProgram vertProgram = pass->getVertexProgram();
  122. if(vertProgram)
  123. bindGpuProgram(vertProgram);
  124. else
  125. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  126. HGpuProgram fragProgram = pass->getFragmentProgram();
  127. if(fragProgram)
  128. bindGpuProgram(fragProgram);
  129. else
  130. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  131. HGpuProgram geomProgram = pass->getGeometryProgram();
  132. if(geomProgram)
  133. bindGpuProgram(geomProgram);
  134. else
  135. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  136. HGpuProgram hullProgram = pass->getHullProgram();
  137. if(hullProgram)
  138. bindGpuProgram(hullProgram);
  139. else
  140. unbindGpuProgram(GPT_HULL_PROGRAM);
  141. HGpuProgram domainProgram = pass->getDomainProgram();
  142. if(domainProgram)
  143. bindGpuProgram(domainProgram);
  144. else
  145. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  146. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  147. // TODO: Disable remaining texture units
  148. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  149. // Set up non-texture related pass settings
  150. HBlendState blendState = pass->getBlendState();
  151. if(blendState != nullptr)
  152. setBlendState(blendState.getInternalPtr());
  153. else
  154. setBlendState(BlendState::getDefault());
  155. HDepthStencilState depthStancilState = pass->getDepthStencilState();
  156. if(depthStancilState != nullptr)
  157. setDepthStencilState(depthStancilState.getInternalPtr(), pass->getStencilRefValue());
  158. else
  159. setDepthStencilState(DepthStencilState::getDefault(), pass->getStencilRefValue());
  160. HRasterizerState rasterizerState = pass->getRasterizerState();
  161. if(rasterizerState != nullptr)
  162. setRasterizerState(rasterizerState.getInternalPtr());
  163. else
  164. setRasterizerState(RasterizerState::getDefault());
  165. if(vertProgram)
  166. bindGpuParams(GPT_VERTEX_PROGRAM, params->mVertParams);
  167. if(fragProgram)
  168. bindGpuParams(GPT_FRAGMENT_PROGRAM, params->mFragParams);
  169. if(geomProgram)
  170. bindGpuParams(GPT_GEOMETRY_PROGRAM, params->mGeomParams);
  171. if(hullProgram)
  172. bindGpuParams(GPT_HULL_PROGRAM, params->mHullParams);
  173. if(domainProgram)
  174. bindGpuParams(GPT_DOMAIN_PROGRAM, params->mDomainParams);
  175. HGpuProgram computeProgram = pass->getComputeProgram();
  176. if(computeProgram)
  177. bindGpuParams(GPT_COMPUTE_PROGRAM, params->mComputeParams);
  178. }
  179. AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer)
  180. {
  181. data->_lock();
  182. return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource,
  183. subresourceIdx, data, discardEntireBuffer, std::placeholders::_1));
  184. }
  185. AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data)
  186. {
  187. data->_lock();
  188. return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(),
  189. resource, subresourceIdx, data, std::placeholders::_1));
  190. }
  191. void CoreThreadAccessorBase::resizeWindow(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  192. {
  193. mCommandQueue->queue(std::bind(&RenderWindow::resize, renderWindow.get(), width, height));
  194. }
  195. void CoreThreadAccessorBase::moveWindow(RenderWindowPtr& renderWindow, INT32 left, INT32 top)
  196. {
  197. mCommandQueue->queue(std::bind(&RenderWindow::move, renderWindow.get(), left, top));
  198. }
  199. void CoreThreadAccessorBase::hideWindow(RenderWindowPtr& renderWindow)
  200. {
  201. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), true));
  202. }
  203. void CoreThreadAccessorBase::showWindow(RenderWindowPtr& renderWindow)
  204. {
  205. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), false));
  206. }
  207. void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height,
  208. float refreshRate, UINT32 monitorIdx)
  209. {
  210. void(RenderWindow::*funcPtr)(UINT32, UINT32, float, UINT32) = &RenderWindow::setFullscreen;
  211. mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), width, height, refreshRate, monitorIdx));
  212. }
  213. void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, const VideoMode& mode,
  214. UINT32 refreshRateIdx)
  215. {
  216. void(RenderWindow::*funcPtr)(const VideoMode&, UINT32) = &RenderWindow::setFullscreen;
  217. mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), std::cref(mode), refreshRateIdx));
  218. }
  219. void CoreThreadAccessorBase::setWindowed(RenderWindowPtr& renderWindow)
  220. {
  221. mCommandQueue->queue(std::bind(&RenderWindow::setWindowed, renderWindow.get()));
  222. }
  223. AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function<void(AsyncOp&)> commandCallback)
  224. {
  225. return mCommandQueue->queueReturn(commandCallback);
  226. }
  227. void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
  228. {
  229. mCommandQueue->queue(commandCallback);
  230. }
  231. void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
  232. {
  233. Queue<QueuedCommand>* commands = mCommandQueue->flush();
  234. gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
  235. }
  236. void CoreThreadAccessorBase::cancelAll()
  237. {
  238. // Note that this won't free any Frame data allocated for all the canceled commands since
  239. // frame data will only get cleared at frame start
  240. mCommandQueue->cancelAll();
  241. }
  242. }