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- /*
- -----------------------------------------------------------------------------
- This source file is part of OGRE
- (Object-oriented Graphics Rendering Engine)
- For the latest info, see http://www.ogre3d.org/
- Copyright (c) 2000-2011 Torus Knot Software Ltd
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- -----------------------------------------------------------------------------
- */
- // RenderSystem implementation
- // Note that most of this class is abstract since
- // we cannot know how to implement the behaviour without
- // being aware of the 3D API. However there are a few
- // simple functions which can have a base implementation
- #include "CmRenderSystem.h"
- #include "CmViewport.h"
- #include "CmException.h"
- #include "CmRenderTarget.h"
- #include "CmRenderWindow.h"
- #include "CmHardwarePixelBuffer.h"
- #include "CmHardwareOcclusionQuery.h"
- #include "CmRenderSystemContext.h"
- #include "boost/bind.hpp"
- namespace CamelotEngine {
- static const TexturePtr sNullTexPtr;
- //-----------------------------------------------------------------------
- RenderSystem::RenderSystem()
- : mActiveRenderTarget(0)
- // This means CULL clockwise vertices, i.e. front of poly is counter-clockwise
- // This makes it the same as OpenGL and other right-handed systems
- , mCullingMode(CULL_CLOCKWISE)
- , mVSync(true)
- , mVSyncInterval(1)
- , mInvertVertexWinding(false)
- , mDisabledTexUnitsFrom(0)
- , mVertexProgramBound(false)
- , mGeometryProgramBound(false)
- , mFragmentProgramBound(false)
- , mClipPlanesDirty(true)
- , mCurrentCapabilities(nullptr)
- , mRenderThreadFunc(nullptr)
- , mRenderThreadShutdown(false)
- {
- }
- //-----------------------------------------------------------------------
- RenderSystem::~RenderSystem()
- {
- shutdown();
- delete mCurrentCapabilities;
- mCurrentCapabilities = 0;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::startUp()
- {
- mRenderThreadId = CM_THREAD_CURRENT_ID;
- mResourceContext = createRenderSystemContext();
- mPrimaryContext = createRenderSystemContext();
- mActiveContext = mPrimaryContext;
- initRenderThread(); // TODO - Move render thread to the outside of the RS
- {
- CM_LOCK_MUTEX(mResourceContextMutex)
- mResourceContext->queueCommand(boost::bind(&RenderSystem::startUp_internal, this));
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::swapAllRenderTargetBuffers(bool waitForVSync)
- {
- CM_LOCK_MUTEX(mActiveContextMutex);
- mActiveContext->queueCommand(boost::bind(&RenderSystem::swapAllRenderTargetBuffers_internal, this, waitForVSync));
- }
- //-----------------------------------------------------------------------
- void RenderSystem::swapAllRenderTargetBuffers_internal(bool waitForVSync)
- {
- // Update all in order of priority
- // This ensures render-to-texture targets get updated before render windows
- RenderTargetPriorityMap::iterator itarg, itargend;
- itargend = mPrioritisedRenderTargets.end();
- for( itarg = mPrioritisedRenderTargets.begin(); itarg != itargend; ++itarg )
- {
- if( itarg->second->isActive())
- itarg->second->swapBuffers(waitForVSync);
- }
- }
- //---------------------------------------------------------------------------------------------
- RenderWindow* RenderSystem::createRenderWindow(const String &name, unsigned int width, unsigned int height,
- bool fullScreen, const NameValuePairList *miscParams)
- {
- AsyncOp op;
- {
- CM_LOCK_MUTEX(mResourceContextMutex)
- if(miscParams != nullptr)
- op = mResourceContext->queueReturnCommand(boost::bind(&RenderSystem::createRenderWindow_internal, this, name, width, height, fullScreen, *miscParams, _1));
- else
- op = mResourceContext->queueReturnCommand(boost::bind(&RenderSystem::createRenderWindow_internal, this, name, width, height, fullScreen, NameValuePairList(), _1));
- }
- submitToGpu(mResourceContext, true);
- return op.getReturnValue<RenderWindow*>();
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::destroyRenderWindow(const String& name)
- {
- destroyRenderTarget(name);
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::destroyRenderTexture(const String& name)
- {
- destroyRenderTarget(name);
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::destroyRenderTarget(const String& name)
- {
- RenderTarget* rt = detachRenderTarget(name);
- delete rt;
- }
- //---------------------------------------------------------------------------------------------
- void RenderSystem::attachRenderTarget( RenderTarget &target )
- {
- assert( target.getPriority() < OGRE_NUM_RENDERTARGET_GROUPS );
- mRenderTargets.insert( RenderTargetMap::value_type( target.getName(), &target ) );
- mPrioritisedRenderTargets.insert(
- RenderTargetPriorityMap::value_type(target.getPriority(), &target ));
- }
- //---------------------------------------------------------------------------------------------
- RenderTarget * RenderSystem::getRenderTarget( const String &name )
- {
- RenderTargetMap::iterator it = mRenderTargets.find( name );
- RenderTarget *ret = NULL;
- if( it != mRenderTargets.end() )
- {
- ret = it->second;
- }
- return ret;
- }
- //---------------------------------------------------------------------------------------------
- RenderTarget * RenderSystem::detachRenderTarget( const String &name )
- {
- RenderTargetMap::iterator it = mRenderTargets.find( name );
- RenderTarget *ret = NULL;
- if( it != mRenderTargets.end() )
- {
- ret = it->second;
-
- /* Remove the render target from the priority groups. */
- RenderTargetPriorityMap::iterator itarg, itargend;
- itargend = mPrioritisedRenderTargets.end();
- for( itarg = mPrioritisedRenderTargets.begin(); itarg != itargend; ++itarg )
- {
- if( itarg->second == ret ) {
- mPrioritisedRenderTargets.erase( itarg );
- break;
- }
- }
- mRenderTargets.erase( it );
- }
- /// If detached render target is the active render target, reset active render target
- if(ret == mActiveRenderTarget)
- mActiveRenderTarget = 0;
- return ret;
- }
- //-----------------------------------------------------------------------
- Viewport RenderSystem::getViewport(void)
- {
- return mActiveViewport;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setTextureUnitSettings(size_t texUnit, const TexturePtr& tex, const SamplerState& tl)
- {
- // This method is only ever called to set a texture unit to valid details
- // The method _disableTextureUnit is called to turn a unit off
- // Vertex texture binding?
- if (mCurrentCapabilities->hasCapability(RSC_VERTEX_TEXTURE_FETCH) &&
- !mCurrentCapabilities->getVertexTextureUnitsShared())
- {
- if (tl.getBindingType() == SamplerState::BT_VERTEX)
- {
- // Bind vertex texture
- setVertexTexture(texUnit, tex);
- // bind nothing to fragment unit (hardware isn't shared but fragment
- // unit can't be using the same index
- setTexture(texUnit, true, sNullTexPtr);
- }
- else
- {
- // vice versa
- setVertexTexture(texUnit, sNullTexPtr);
- setTexture(texUnit, true, tex);
- }
- }
- else
- {
- // Shared vertex / fragment textures or no vertex texture support
- // Bind texture (may be blank)
- setTexture(texUnit, true, tex);
- }
- // Set texture layer filtering
- setTextureFiltering(texUnit,
- tl.getTextureFiltering(FT_MIN),
- tl.getTextureFiltering(FT_MAG),
- tl.getTextureFiltering(FT_MIP));
- // Set texture layer filtering
- setTextureAnisotropy(texUnit, tl.getTextureAnisotropy());
- // Set mipmap biasing
- setTextureMipmapBias(texUnit, tl.getTextureMipmapBias());
- // Texture addressing mode
- const SamplerState::UVWAddressingMode& uvw = tl.getTextureAddressingMode();
- setTextureAddressingMode(texUnit, uvw);
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setVertexTexture(size_t unit, const TexturePtr& tex)
- {
- CM_EXCEPT(NotImplementedException,
- "This rendersystem does not support separate vertex texture samplers, "
- "you should use the regular texture samplers which are shared between "
- "the vertex and fragment units.");
- }
- //-----------------------------------------------------------------------
- void RenderSystem::disableTextureUnit(size_t texUnit)
- {
- setTexture(texUnit, false, sNullTexPtr);
- }
- //---------------------------------------------------------------------
- void RenderSystem::disableTextureUnitsFrom(size_t texUnit)
- {
- size_t disableTo = CM_MAX_TEXTURE_LAYERS;
- if (disableTo > mDisabledTexUnitsFrom)
- disableTo = mDisabledTexUnitsFrom;
- mDisabledTexUnitsFrom = texUnit;
- for (size_t i = texUnit; i < disableTo; ++i)
- {
- disableTextureUnit(i);
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setTextureFiltering(size_t unit, FilterOptions minFilter,
- FilterOptions magFilter, FilterOptions mipFilter)
- {
- setTextureFiltering(unit, FT_MIN, minFilter);
- setTextureFiltering(unit, FT_MAG, magFilter);
- setTextureFiltering(unit, FT_MIP, mipFilter);
- }
- //-----------------------------------------------------------------------
- CullingMode RenderSystem::getCullingMode(void) const
- {
- return mCullingMode;
- }
- //-----------------------------------------------------------------------
- bool RenderSystem::getWaitForVerticalBlank(void) const
- {
- CM_LOCK_MUTEX(mActiveContextMutex);
- return mActiveContext->waitForVerticalBlank;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setWaitForVerticalBlank(bool enabled)
- {
- CM_LOCK_MUTEX(mActiveContextMutex);
- mActiveContext->waitForVerticalBlank = enabled;
- }
- //-----------------------------------------------------------------------
- void RenderSystem::shutdown(void)
- {
- // Remove all the render targets.
- // (destroy primary target last since others may depend on it)
- RenderTarget* primary = 0;
- for (RenderTargetMap::iterator it = mRenderTargets.begin(); it != mRenderTargets.end(); ++it)
- {
- if (!primary && it->second->isPrimary())
- primary = it->second;
- else
- delete it->second;
- }
- delete primary;
- mRenderTargets.clear();
- mPrioritisedRenderTargets.clear();
- shutdownRenderThread();
- }
- //-----------------------------------------------------------------------
- void RenderSystem::convertColorValue(const Color& colour, UINT32* pDest)
- {
- *pDest = VertexElement::convertColourValue(colour, getColorVertexElementType());
- }
- //-----------------------------------------------------------------------
- void RenderSystem::render(const RenderOperation& op)
- {
- // sort out clip planes
- // have to do it here in case of matrix issues
- if (mClipPlanesDirty)
- {
- setClipPlanesImpl(mClipPlanes);
- mClipPlanesDirty = false;
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::setInvertVertexWinding(bool invert)
- {
- mInvertVertexWinding = invert;
- }
- //-----------------------------------------------------------------------
- bool RenderSystem::getInvertVertexWinding(void) const
- {
- return mInvertVertexWinding;
- }
- //---------------------------------------------------------------------
- void RenderSystem::addClipPlane (const Plane &p)
- {
- mClipPlanes.push_back(p);
- mClipPlanesDirty = true;
- }
- //---------------------------------------------------------------------
- void RenderSystem::addClipPlane (float A, float B, float C, float D)
- {
- addClipPlane(Plane(A, B, C, D));
- }
- //---------------------------------------------------------------------
- void RenderSystem::setClipPlanes(const PlaneList& clipPlanes)
- {
- if (clipPlanes != mClipPlanes)
- {
- mClipPlanes = clipPlanes;
- mClipPlanesDirty = true;
- }
- }
- //---------------------------------------------------------------------
- void RenderSystem::resetClipPlanes()
- {
- if (!mClipPlanes.empty())
- {
- mClipPlanes.clear();
- mClipPlanesDirty = true;
- }
- }
- //-----------------------------------------------------------------------
- void RenderSystem::bindGpuProgram(GpuProgramRef prg)
- {
- CM_LOCK_MUTEX(mActiveContextMutex);
- mActiveContext->queueCommand(boost::bind(&RenderSystem::bindGpuProgram_internal, this, prg));
- }
- //-----------------------------------------------------------------------
- void RenderSystem::unbindGpuProgram(GpuProgramType gptype)
- {
- CM_LOCK_MUTEX(mActiveContextMutex);
- mActiveContext->queueCommand(boost::bind(&RenderSystem::unbindGpuProgram_internal, this, gptype));
- }
- //-----------------------------------------------------------------------
- void RenderSystem::bindGpuProgramParameters(GpuProgramType gptype,
- GpuProgramParametersSharedPtr params, UINT16 variabilityMask)
- {
- GpuProgramParametersSharedPtr paramCopy = GpuProgramParametersSharedPtr(new GpuProgramParameters(*params));
- CM_LOCK_MUTEX(mActiveContextMutex);
- mActiveContext->queueCommand(boost::bind(&RenderSystem::bindGpuProgramParameters_internal, this, gptype, paramCopy, variabilityMask));
- }
- //-----------------------------------------------------------------------
- bool RenderSystem::isGpuProgramBound(GpuProgramType gptype)
- {
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- return mVertexProgramBound;
- case GPT_GEOMETRY_PROGRAM:
- return mGeometryProgramBound;
- case GPT_FRAGMENT_PROGRAM:
- return mFragmentProgramBound;
- }
- // Make compiler happy
- return false;
- }
- void RenderSystem::initRenderThread()
- {
- mRenderThreadFunc = new RenderWorkerFunc(this);
- #if CM_THREAD_SUPPORT
- CM_THREAD_CREATE(t, *mRenderThreadFunc);
- mRenderThread = t;
- CM_LOCK_MUTEX_NAMED(mRSContextInitMutex, lock)
- CM_THREAD_WAIT(mRSContextInitCondition, mRSContextInitMutex, lock)
- #else
- CM_EXCEPT(InternalErrorException, "Attempting to start a render thread but Camelot isn't compiled with thread support.");
- #endif
- }
- void RenderSystem::runRenderThread()
- {
- mRenderThreadId = CM_THREAD_CURRENT_ID;
- CM_THREAD_NOTIFY_ALL(mRSContextInitCondition)
- while(true)
- {
- if(mRenderThreadShutdown)
- return;
- vector<RenderSystemContextPtr>::type renderSystemContextsCopy;
- {
- CM_LOCK_MUTEX(mRSContextMutex);
- for(auto iter = mRenderSystemContexts.begin(); iter != mRenderSystemContexts.end(); ++iter)
- {
- renderSystemContextsCopy.push_back(*iter);
- }
- }
- // Wait until we get some ready commands
- {
- CM_LOCK_MUTEX_NAMED(mRSContextMutex, lock)
- bool anyCommandsReady = false;
- for(auto iter = renderSystemContextsCopy.begin(); iter != renderSystemContextsCopy.end(); ++iter)
- {
- if((*iter)->hasReadyCommands())
- {
- anyCommandsReady = true;
- break;
- }
- }
- if(!anyCommandsReady)
- CM_THREAD_WAIT(mRSContextReadyCondition, mRSContextMutex, lock)
- }
- {
- CM_LOCK_MUTEX(mRSRenderCallbackMutex)
- if(!PreRenderThreadUpdateCallback.empty())
- PreRenderThreadUpdateCallback();
- }
- // Play commands
- for(auto iter = renderSystemContextsCopy.begin(); iter != renderSystemContextsCopy.end(); ++iter)
- {
- (*iter)->playbackCommands();
- }
- {
- CM_LOCK_MUTEX(mRSRenderCallbackMutex)
- if(!PostRenderThreadUpdateCallback.empty())
- PostRenderThreadUpdateCallback();
- }
- }
- }
- void RenderSystem::shutdownRenderThread()
- {
- mRenderThreadShutdown = true;
- // Wake all threads. They will quit after they see the shutdown flag
- CM_THREAD_NOTIFY_ALL(mRSContextReadyCondition)
- mRenderThread->join();
- CM_THREAD_DESTROY(mRenderThread);
- mRenderThread = nullptr;
- mRenderThreadId = CM_THREAD_CURRENT_ID;
- mRenderSystemContexts.clear();
- }
- RenderSystemContextPtr RenderSystem::createRenderSystemContext()
- {
- RenderSystemContextPtr newContext = RenderSystemContextPtr(
- new RenderSystemContext(CM_THREAD_CURRENT_ID)
- );
- {
- CM_LOCK_MUTEX(mRSContextMutex);
- mRenderSystemContexts.push_back(newContext);
- }
- return newContext;
- }
- void RenderSystem::addPreRenderThreadUpdateCallback(boost::function<void()> callback)
- {
- CM_LOCK_MUTEX(mRSRenderCallbackMutex)
- PreRenderThreadUpdateCallback.connect(callback);
- }
- void RenderSystem::addPostRenderThreadUpdateCallback(boost::function<void()> callback)
- {
- CM_LOCK_MUTEX(mRSRenderCallbackMutex)
- PostRenderThreadUpdateCallback.connect(callback);
- }
- void RenderSystem::submitToGpu(RenderSystemContextPtr context, bool blockUntilComplete)
- {
- {
- CM_LOCK_MUTEX(mRSContextMutex);
- context->submitToGpu();
- }
- CM_THREAD_NOTIFY_ALL(mRSContextReadyCondition);
- if(blockUntilComplete)
- context->blockUntilExecuted();
- }
- void RenderSystem::setActiveContext(RenderSystemContextPtr context)
- {
- assert(context != nullptr);
- CM_LOCK_MUTEX(mActiveContextMutex);
- mActiveContext = context;
- }
- void RenderSystem::update()
- {
- {
- CM_LOCK_MUTEX(mRSContextMutex);
- for(auto iter = mRenderSystemContexts.begin(); iter != mRenderSystemContexts.end(); ++iter)
- {
- (*iter)->submitToGpu();
- }
- }
- CM_THREAD_NOTIFY_ALL(mRSContextReadyCondition)
- }
- void RenderSystem::throwIfInvalidThread()
- {
- if(CM_THREAD_CURRENT_ID != getRenderThreadId())
- CM_EXCEPT(InternalErrorException, "Calling the render system from a non-render thread!");
- }
- /************************************************************************/
- /* INTERNAL CALLBACKS */
- /************************************************************************/
- void RenderSystem::startUp_internal()
- {
- mVertexProgramBound = false;
- mGeometryProgramBound = false;
- mFragmentProgramBound = false;
- }
- void RenderSystem::bindGpuProgram_internal(GpuProgramRef prg)
- {
- switch(prg->_getBindingDelegate()->getType())
- {
- case GPT_VERTEX_PROGRAM:
- // mark clip planes dirty if changed (programmable can change space)
- if (!mVertexProgramBound && !mClipPlanes.empty())
- mClipPlanesDirty = true;
- mVertexProgramBound = true;
- break;
- case GPT_GEOMETRY_PROGRAM:
- mGeometryProgramBound = true;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mFragmentProgramBound = true;
- break;
- }
- }
- void RenderSystem::unbindGpuProgram_internal(GpuProgramType gptype)
- {
- switch(gptype)
- {
- case GPT_VERTEX_PROGRAM:
- // mark clip planes dirty if changed (programmable can change space)
- if (mVertexProgramBound && !mClipPlanes.empty())
- mClipPlanesDirty = true;
- mVertexProgramBound = false;
- break;
- case GPT_GEOMETRY_PROGRAM:
- mGeometryProgramBound = false;
- break;
- case GPT_FRAGMENT_PROGRAM:
- mFragmentProgramBound = false;
- break;
- }
- }
- /************************************************************************/
- /* THREAD WORKER */
- /************************************************************************/
- RenderSystem::RenderWorkerFunc::RenderWorkerFunc(RenderSystem* rs)
- :mRS(rs)
- {
- assert(mRS != nullptr);
- }
- void RenderSystem::RenderWorkerFunc::operator()()
- {
- mRS->runRenderThread();
- }
- }
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