BsCoreThreadAccessor.cpp 8.4 KB

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  1. #include "BsCoreThreadAccessor.h"
  2. #include "BsCommandQueue.h"
  3. #include "BsRenderSystem.h"
  4. #include "BsBlendState.h"
  5. #include "BsRasterizerState.h"
  6. #include "BsDepthStencilState.h"
  7. #include "BsGpuResourceData.h"
  8. #include "BsVideoModeInfo.h"
  9. #include "BsGpuParams.h"
  10. #include "BsPass.h"
  11. #include "BsMaterial.h"
  12. #include "BsCoreThread.h"
  13. namespace BansheeEngine
  14. {
  15. CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue)
  16. :mCommandQueue(commandQueue)
  17. {
  18. }
  19. CoreThreadAccessorBase::~CoreThreadAccessorBase()
  20. {
  21. bs_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(Viewport 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, params->cloneForCore(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. AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer)
  120. {
  121. data->_lock();
  122. resource->_writeSubresourceSim(subresourceIdx, *data, discardEntireBuffer);
  123. return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource,
  124. subresourceIdx, data, discardEntireBuffer, std::placeholders::_1));
  125. }
  126. AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data)
  127. {
  128. data->_lock();
  129. return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(),
  130. resource, subresourceIdx, data, std::placeholders::_1));
  131. }
  132. void CoreThreadAccessorBase::resizeWindow(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  133. {
  134. mCommandQueue->queue(std::bind(&RenderWindow::resize, renderWindow.get(), width, height));
  135. }
  136. void CoreThreadAccessorBase::moveWindow(RenderWindowPtr& renderWindow, INT32 left, INT32 top)
  137. {
  138. mCommandQueue->queue(std::bind(&RenderWindow::move, renderWindow.get(), left, top));
  139. }
  140. void CoreThreadAccessorBase::hideWindow(RenderWindowPtr& renderWindow)
  141. {
  142. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), true));
  143. }
  144. void CoreThreadAccessorBase::showWindow(RenderWindowPtr& renderWindow)
  145. {
  146. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), false));
  147. }
  148. void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height,
  149. float refreshRate, UINT32 monitorIdx)
  150. {
  151. void(RenderWindow::*funcPtr)(UINT32, UINT32, float, UINT32) = &RenderWindow::setFullscreen;
  152. mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), width, height, refreshRate, monitorIdx));
  153. }
  154. void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, const VideoMode& mode)
  155. {
  156. void(RenderWindow::*funcPtr)(const VideoMode&) = &RenderWindow::setFullscreen;
  157. mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), std::cref(mode)));
  158. }
  159. void CoreThreadAccessorBase::setWindowed(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  160. {
  161. mCommandQueue->queue(std::bind(&RenderWindow::setWindowed, renderWindow.get(), width, height));
  162. }
  163. AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function<void(AsyncOp&)> commandCallback)
  164. {
  165. return mCommandQueue->queueReturn(commandCallback);
  166. }
  167. void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
  168. {
  169. mCommandQueue->queue(commandCallback);
  170. }
  171. void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
  172. {
  173. Queue<QueuedCommand>* commands = mCommandQueue->flush();
  174. gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
  175. }
  176. void CoreThreadAccessorBase::cancelAll()
  177. {
  178. // Note that this won't free any Frame data allocated for all the canceled commands since
  179. // frame data will only get cleared at frame start
  180. mCommandQueue->cancelAll();
  181. }
  182. }