2
0

CmCoreThreadAccessor.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281
  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 "CmGpuParams.h"
  9. #include "CmPass.h"
  10. #include "CmMaterial.h"
  11. #include "CmCoreThread.h"
  12. namespace BansheeEngine
  13. {
  14. CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue)
  15. :mCommandQueue(commandQueue)
  16. {
  17. }
  18. CoreThreadAccessorBase::~CoreThreadAccessorBase()
  19. {
  20. cm_delete(mCommandQueue);
  21. }
  22. void CoreThreadAccessorBase::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  23. {
  24. mCommandQueue->queue(std::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit));
  25. }
  26. void CoreThreadAccessorBase::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  27. {
  28. mCommandQueue->queue(std::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr));
  29. }
  30. void CoreThreadAccessorBase::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  31. {
  32. mCommandQueue->queue(std::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState));
  33. }
  34. void CoreThreadAccessorBase::setBlendState(const BlendStatePtr& blendState)
  35. {
  36. mCommandQueue->queue(std::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState));
  37. }
  38. void CoreThreadAccessorBase::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  39. {
  40. mCommandQueue->queue(std::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState));
  41. }
  42. void CoreThreadAccessorBase::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  43. {
  44. mCommandQueue->queue(std::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue));
  45. }
  46. void CoreThreadAccessorBase::setViewport(const ViewportPtr& vp)
  47. {
  48. mCommandQueue->queue(std::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp));
  49. }
  50. void CoreThreadAccessorBase::setDrawOperation(DrawOperationType op)
  51. {
  52. mCommandQueue->queue(std::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op));
  53. }
  54. void CoreThreadAccessorBase::setClipPlanes(const PlaneList& clipPlanes)
  55. {
  56. mCommandQueue->queue(std::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes));
  57. }
  58. void CoreThreadAccessorBase::addClipPlane(const Plane& p)
  59. {
  60. mCommandQueue->queue(std::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p));
  61. }
  62. void CoreThreadAccessorBase::resetClipPlanes()
  63. {
  64. mCommandQueue->queue(std::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr()));
  65. }
  66. void CoreThreadAccessorBase::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  67. {
  68. mCommandQueue->queue(std::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom));
  69. }
  70. void CoreThreadAccessorBase::setRenderTarget(RenderTargetPtr target)
  71. {
  72. mCommandQueue->queue(std::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target));
  73. }
  74. void CoreThreadAccessorBase::bindGpuProgram(HGpuProgram prg)
  75. {
  76. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg));
  77. }
  78. void CoreThreadAccessorBase::unbindGpuProgram(GpuProgramType gptype)
  79. {
  80. mCommandQueue->queue(std::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype));
  81. }
  82. void CoreThreadAccessorBase::bindGpuParams(GpuProgramType gptype, const GpuParamsPtr& params)
  83. {
  84. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, BindableGpuParams(params, gCoreThread().getFrameAlloc())));
  85. }
  86. void CoreThreadAccessorBase::beginRender()
  87. {
  88. mCommandQueue->queue(std::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr()));
  89. }
  90. void CoreThreadAccessorBase::endRender()
  91. {
  92. mCommandQueue->queue(std::bind(&RenderSystem::endFrame, RenderSystem::instancePtr()));
  93. }
  94. void CoreThreadAccessorBase::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  95. {
  96. mCommandQueue->queue(std::bind(&RenderSystem::clearRenderTarget, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  97. }
  98. void CoreThreadAccessorBase::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  99. {
  100. mCommandQueue->queue(std::bind(&RenderSystem::clearViewport, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  101. }
  102. void CoreThreadAccessorBase::swapBuffers(RenderTargetPtr target)
  103. {
  104. mCommandQueue->queue(std::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target));
  105. }
  106. void CoreThreadAccessorBase::render(const MeshBasePtr& mesh, UINT32 indexOffset, UINT32 indexCount, bool useIndices, DrawOperationType drawOp)
  107. {
  108. mCommandQueue->queue(std::bind(&RenderSystem::render, RenderSystem::instancePtr(), mesh, indexOffset, indexCount, useIndices, drawOp));
  109. }
  110. void CoreThreadAccessorBase::draw(UINT32 vertexOffset, UINT32 vertexCount)
  111. {
  112. mCommandQueue->queue(std::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexOffset, vertexCount));
  113. }
  114. void CoreThreadAccessorBase::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  115. {
  116. mCommandQueue->queue(std::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexOffset, vertexCount));
  117. }
  118. void CoreThreadAccessorBase::setPass(const PassPtr& pass, const PassParametersPtr& params)
  119. {
  120. HGpuProgram vertProgram = pass->getVertexProgram();
  121. if(vertProgram)
  122. bindGpuProgram(vertProgram);
  123. else
  124. unbindGpuProgram(GPT_VERTEX_PROGRAM);
  125. HGpuProgram fragProgram = pass->getFragmentProgram();
  126. if(fragProgram)
  127. bindGpuProgram(fragProgram);
  128. else
  129. unbindGpuProgram(GPT_FRAGMENT_PROGRAM);
  130. HGpuProgram geomProgram = pass->getGeometryProgram();
  131. if(geomProgram)
  132. bindGpuProgram(geomProgram);
  133. else
  134. unbindGpuProgram(GPT_GEOMETRY_PROGRAM);
  135. HGpuProgram hullProgram = pass->getHullProgram();
  136. if(hullProgram)
  137. bindGpuProgram(hullProgram);
  138. else
  139. unbindGpuProgram(GPT_HULL_PROGRAM);
  140. HGpuProgram domainProgram = pass->getDomainProgram();
  141. if(domainProgram)
  142. bindGpuProgram(domainProgram);
  143. else
  144. unbindGpuProgram(GPT_DOMAIN_PROGRAM);
  145. // TODO - Try to limit amount of state changes, if previous state is already the same (especially with textures)
  146. // TODO: Disable remaining texture units
  147. //renderSystem->_disableTextureUnitsFrom(pass->getNumTextures());
  148. // Set up non-texture related pass settings
  149. HBlendState blendState = pass->getBlendState();
  150. if(blendState != nullptr)
  151. setBlendState(blendState.getInternalPtr());
  152. else
  153. setBlendState(BlendState::getDefault());
  154. HDepthStencilState depthStancilState = pass->getDepthStencilState();
  155. if(depthStancilState != nullptr)
  156. setDepthStencilState(depthStancilState.getInternalPtr(), pass->getStencilRefValue());
  157. else
  158. setDepthStencilState(DepthStencilState::getDefault(), pass->getStencilRefValue());
  159. HRasterizerState rasterizerState = pass->getRasterizerState();
  160. if(rasterizerState != nullptr)
  161. setRasterizerState(rasterizerState.getInternalPtr());
  162. else
  163. setRasterizerState(RasterizerState::getDefault());
  164. if(vertProgram)
  165. bindGpuParams(GPT_VERTEX_PROGRAM, params->mVertParams);
  166. if(fragProgram)
  167. bindGpuParams(GPT_FRAGMENT_PROGRAM, params->mFragParams);
  168. if(geomProgram)
  169. bindGpuParams(GPT_GEOMETRY_PROGRAM, params->mGeomParams);
  170. if(hullProgram)
  171. bindGpuParams(GPT_HULL_PROGRAM, params->mHullParams);
  172. if(domainProgram)
  173. bindGpuParams(GPT_DOMAIN_PROGRAM, params->mDomainParams);
  174. HGpuProgram computeProgram = pass->getComputeProgram();
  175. if(computeProgram)
  176. bindGpuParams(GPT_COMPUTE_PROGRAM, params->mComputeParams);
  177. }
  178. AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer)
  179. {
  180. data->lock();
  181. return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource,
  182. subresourceIdx, data, discardEntireBuffer, std::placeholders::_1));
  183. }
  184. AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data)
  185. {
  186. data->lock();
  187. return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(),
  188. resource, subresourceIdx, data, std::placeholders::_1));
  189. }
  190. void CoreThreadAccessorBase::resizeWindow(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  191. {
  192. mCommandQueue->queue(std::bind(&RenderWindow::resize, renderWindow.get(), width, height));
  193. }
  194. void CoreThreadAccessorBase::moveWindow(RenderWindowPtr& renderWindow, INT32 left, INT32 top)
  195. {
  196. mCommandQueue->queue(std::bind(&RenderWindow::move, renderWindow.get(), left, top));
  197. }
  198. void CoreThreadAccessorBase::hideWindow(RenderWindowPtr& renderWindow)
  199. {
  200. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), true));
  201. }
  202. void CoreThreadAccessorBase::showWindow(RenderWindowPtr& renderWindow)
  203. {
  204. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), false));
  205. }
  206. AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function<void(AsyncOp&)> commandCallback)
  207. {
  208. return mCommandQueue->queueReturn(commandCallback);
  209. }
  210. void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
  211. {
  212. mCommandQueue->queue(commandCallback);
  213. }
  214. void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
  215. {
  216. Queue<QueuedCommand>::type* commands = mCommandQueue->flush();
  217. gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
  218. }
  219. void CoreThreadAccessorBase::cancelAll()
  220. {
  221. // Note that this won't free any Frame data allocated for all the canceled commands since
  222. // frame data will only get cleared at frame start
  223. mCommandQueue->cancelAll();
  224. }
  225. }