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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- /** @addtogroup RenderAPI
- * @{
- */
- /**
- * Contains a list of render API commands that can be queued for execution on the GPU. User is allowed to populate the
- * command buffer from any thread, ensuring render API command generation can be multi-threaded. Command buffers
- * must always be created on the core thread. Same command buffer cannot be used on multiple threads simulateously
- * without external synchronization.
- */
- class BS_CORE_EXPORT CommandBuffer
- {
- public:
- /** @copydoc CommandBufferManager::create */
- static SPtr<CommandBuffer> create(CommandBufferType type, UINT32 deviceIdx = 0, UINT32 syncMask = 0xFFFFFFFF,
- bool secondary = false);
- protected:
- CommandBuffer(CommandBufferType type, UINT32 syncMask, bool secondary);
- CommandBufferType mType;
- UINT32 mSyncMask;
- bool mIsSecondary;
- };
- /** @} */
- /** @addtogroup RenderAPI-Internal
- * @{
- */
- /**
- * Command buffer implementation for render API's that do not support multi-threaded command generation. Instead all
- * commands are stored in an internal buffer, and then sent to the actual render API when the buffer is executed.
- */
- class BS_CORE_EXPORT SimpleCommandBuffer : CommandBuffer
- {
- public:
- /** Registers a new command in the command buffer. */
- void queueCommand(const std::function<void()> command);
- /** Appends all commands from the secondary buffer into this command buffer. */
- void appendSecondary(const SPtr<SimpleCommandBuffer>& secondaryBuffer);
- /** Executes all commands in the command buffer. Not supported on secondary buffer. */
- void executeCommands();
- /** Removes all commands from the command buffer. */
- void clear();
- private:
- friend class CommandBufferManager;
- SimpleCommandBuffer(CommandBufferType type, UINT32 deviceIdx, UINT32 syncMask, bool secondary);
- UINT32 mDeviceIdx;
- Vector<std::function<void()>> mCommands;
- };
- /** @} */
- }
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