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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "Managers/BsRenderStateManager.h"
- #include "RenderAPI/BsSamplerState.h"
- #include "RenderAPI/BsDepthStencilState.h"
- #include "RenderAPI/BsRasterizerState.h"
- #include "RenderAPI/BsBlendState.h"
- namespace bs
- {
- SPtr<SamplerState> RenderStateManager::createSamplerState(const SAMPLER_STATE_DESC& desc) const
- {
- SPtr<SamplerState> state = _createSamplerStatePtr(desc);
- state->initialize();
- return state;
- }
- SPtr<DepthStencilState> RenderStateManager::createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const
- {
- SPtr<DepthStencilState> state = _createDepthStencilStatePtr(desc);
- state->initialize();
- return state;
- }
- SPtr<RasterizerState> RenderStateManager::createRasterizerState(const RASTERIZER_STATE_DESC& desc) const
- {
- SPtr<RasterizerState> state = _createRasterizerStatePtr(desc);
- state->initialize();
- return state;
- }
- SPtr<BlendState> RenderStateManager::createBlendState(const BLEND_STATE_DESC& desc) const
- {
- SPtr<BlendState> state = _createBlendStatePtr(desc);
- state->initialize();
- return state;
- }
- SPtr<GraphicsPipelineState> RenderStateManager::createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc) const
- {
- SPtr<GraphicsPipelineState> state = _createGraphicsPipelineState(desc);
- state->initialize();
- return state;
- }
- SPtr<ComputePipelineState> RenderStateManager::createComputePipelineState(const SPtr<GpuProgram>& program) const
- {
- SPtr<ComputePipelineState> state = _createComputePipelineState(program);
- state->initialize();
- return state;
- }
- SPtr<SamplerState> RenderStateManager::_createSamplerStatePtr(const SAMPLER_STATE_DESC& desc) const
- {
- SPtr<SamplerState> samplerState = bs_core_ptr<SamplerState>(new (bs_alloc<SamplerState>()) SamplerState(desc));
- samplerState->_setThisPtr(samplerState);
- return samplerState;
- }
- SPtr<DepthStencilState> RenderStateManager::_createDepthStencilStatePtr(const DEPTH_STENCIL_STATE_DESC& desc) const
- {
- SPtr<DepthStencilState> depthStencilState = bs_core_ptr<DepthStencilState>(new (bs_alloc<DepthStencilState>()) DepthStencilState(desc));
- depthStencilState->_setThisPtr(depthStencilState);
- return depthStencilState;
- }
- SPtr<RasterizerState> RenderStateManager::_createRasterizerStatePtr(const RASTERIZER_STATE_DESC& desc) const
- {
- SPtr<RasterizerState> rasterizerState = bs_core_ptr<RasterizerState>(new (bs_alloc<RasterizerState>()) RasterizerState(desc));
- rasterizerState->_setThisPtr(rasterizerState);
- return rasterizerState;
- }
- SPtr<BlendState> RenderStateManager::_createBlendStatePtr(const BLEND_STATE_DESC& desc) const
- {
- SPtr<BlendState> blendState = bs_core_ptr<BlendState>(new (bs_alloc<BlendState>()) BlendState(desc));
- blendState->_setThisPtr(blendState);
- return blendState;
- }
- SPtr<GraphicsPipelineState> RenderStateManager::_createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc) const
- {
- SPtr<GraphicsPipelineState> pipelineState =
- bs_core_ptr<GraphicsPipelineState>(new (bs_alloc<GraphicsPipelineState>()) GraphicsPipelineState(desc));
- pipelineState->_setThisPtr(pipelineState);
- return pipelineState;
- }
- SPtr<ComputePipelineState> RenderStateManager::_createComputePipelineState(const SPtr<GpuProgram>& program) const
- {
- SPtr<ComputePipelineState> pipelineState =
- bs_core_ptr<ComputePipelineState>(new (bs_alloc<ComputePipelineState>()) ComputePipelineState(program));
- pipelineState->_setThisPtr(pipelineState);
- return pipelineState;
- }
- const SPtr<SamplerState>& RenderStateManager::getDefaultSamplerState() const
- {
- if(mDefaultSamplerState == nullptr)
- mDefaultSamplerState = createSamplerState(SAMPLER_STATE_DESC());
- return mDefaultSamplerState;
- }
- const SPtr<BlendState>& RenderStateManager::getDefaultBlendState() const
- {
- if(mDefaultBlendState == nullptr)
- mDefaultBlendState = createBlendState(BLEND_STATE_DESC());
- return mDefaultBlendState;
- }
- const SPtr<RasterizerState>& RenderStateManager::getDefaultRasterizerState() const
- {
- if(mDefaultRasterizerState == nullptr)
- mDefaultRasterizerState = createRasterizerState(RASTERIZER_STATE_DESC());
- return mDefaultRasterizerState;
- }
- const SPtr<DepthStencilState>& RenderStateManager::getDefaultDepthStencilState() const
- {
- if(mDefaultDepthStencilState == nullptr)
- mDefaultDepthStencilState = createDepthStencilState(DEPTH_STENCIL_STATE_DESC());
- return mDefaultDepthStencilState;
- }
- namespace ct
- {
- RenderStateManager::RenderStateManager()
- :mNextBlendStateId(0), mNextRasterizerStateId(0), mNextDepthStencilStateId(0)
- {
-
- }
- SPtr<SamplerState> RenderStateManager::createSamplerState(const SAMPLER_STATE_DESC& desc,
- GpuDeviceFlags deviceMask) const
- {
- SPtr<SamplerState> state = findCachedState(desc);
- if (state == nullptr)
- {
- state = createSamplerStateInternal(desc, deviceMask);
- state->initialize();
- notifySamplerStateCreated(desc, state);
- }
- return state;
- }
- SPtr<DepthStencilState> RenderStateManager::createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const
- {
- UINT32 id = 0;
- SPtr<DepthStencilState> state = findCachedState(desc, id);
- if (state == nullptr)
- {
- state = createDepthStencilStateInternal(desc, id);
- state->initialize();
- CachedDepthStencilState cachedData(id);
- cachedData.state = state;
- notifyDepthStencilStateCreated(desc, cachedData);
- }
- return state;
- }
- SPtr<RasterizerState> RenderStateManager::createRasterizerState(const RASTERIZER_STATE_DESC& desc) const
- {
- UINT32 id = 0;
- SPtr<RasterizerState> state = findCachedState(desc, id);
- if (state == nullptr)
- {
- state = createRasterizerStateInternal(desc, id);
- state->initialize();
- CachedRasterizerState cachedData(id);
- cachedData.state = state;
- notifyRasterizerStateCreated(desc, cachedData);
- }
- return state;
- }
- SPtr<BlendState> RenderStateManager::createBlendState(const BLEND_STATE_DESC& desc) const
- {
- UINT32 id = 0;
- SPtr<BlendState> state = findCachedState(desc, id);
- if (state == nullptr)
- {
- state = createBlendStateInternal(desc, id);
- state->initialize();
- CachedBlendState cachedData(id);
- cachedData.state = state;
- notifyBlendStateCreated(desc, cachedData);
- }
- return state;
- }
- SPtr<GraphicsPipelineState> RenderStateManager::createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc,
- GpuDeviceFlags deviceMask) const
- {
- SPtr<GraphicsPipelineState> state = _createGraphicsPipelineState(desc, deviceMask);
- state->initialize();
- return state;
- }
- SPtr<ComputePipelineState> RenderStateManager::createComputePipelineState(const SPtr<GpuProgram>& program,
- GpuDeviceFlags deviceMask) const
- {
- SPtr<ComputePipelineState> state = _createComputePipelineState(program, deviceMask);
- state->initialize();
- return state;
- }
- SPtr<GpuPipelineParamInfo> RenderStateManager::createPipelineParamInfo(
- const GPU_PIPELINE_PARAMS_DESC& desc, GpuDeviceFlags deviceMask) const
- {
- SPtr<GpuPipelineParamInfo> paramInfo = _createPipelineParamInfo(desc, deviceMask);
- paramInfo->initialize();
- return paramInfo;
- }
- SPtr<SamplerState> RenderStateManager::_createSamplerState(const SAMPLER_STATE_DESC& desc,
- GpuDeviceFlags deviceMask) const
- {
- SPtr<SamplerState> state = findCachedState(desc);
- if (state == nullptr)
- {
- state = createSamplerStateInternal(desc, deviceMask);
- notifySamplerStateCreated(desc, state);
- }
- return state;
- }
- SPtr<DepthStencilState> RenderStateManager::_createDepthStencilState(const DEPTH_STENCIL_STATE_DESC& desc) const
- {
- UINT32 id = 0;
- SPtr<DepthStencilState> state = findCachedState(desc, id);
- if (state == nullptr)
- {
- state = createDepthStencilStateInternal(desc, id);
- CachedDepthStencilState cachedData(id);
- cachedData.state = state;
- notifyDepthStencilStateCreated(desc, cachedData);
- }
- return state;
- }
- SPtr<RasterizerState> RenderStateManager::_createRasterizerState(const RASTERIZER_STATE_DESC& desc) const
- {
- UINT32 id = 0;
- SPtr<RasterizerState> state = findCachedState(desc, id);
- if (state == nullptr)
- {
- state = createRasterizerStateInternal(desc, id);
- CachedRasterizerState cachedData(id);
- cachedData.state = state;
- notifyRasterizerStateCreated(desc, cachedData);
- }
- return state;
- }
- SPtr<BlendState> RenderStateManager::_createBlendState(const BLEND_STATE_DESC& desc) const
- {
- UINT32 id = 0;
- SPtr<BlendState> state = findCachedState(desc, id);
- if (state == nullptr)
- {
- state = createBlendStateInternal(desc, id);
- CachedBlendState cachedData(id);
- cachedData.state = state;
- notifyBlendStateCreated(desc, cachedData);
- }
- return state;
- }
- SPtr<GraphicsPipelineState> RenderStateManager::_createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc,
- GpuDeviceFlags deviceMask) const
- {
- SPtr<GraphicsPipelineState> pipelineState =
- bs_shared_ptr<GraphicsPipelineState>(new (bs_alloc<GraphicsPipelineState>())
- GraphicsPipelineState(desc, deviceMask));
- pipelineState->_setThisPtr(pipelineState);
- return pipelineState;
- }
- SPtr<ComputePipelineState> RenderStateManager::_createComputePipelineState(const SPtr<GpuProgram>& program,
- GpuDeviceFlags deviceMask) const
- {
- SPtr<ComputePipelineState> pipelineState =
- bs_shared_ptr<ComputePipelineState>(new (bs_alloc<ComputePipelineState>())
- ComputePipelineState(program, deviceMask));
- pipelineState->_setThisPtr(pipelineState);
- return pipelineState;
- }
- SPtr<GpuPipelineParamInfo> RenderStateManager::_createPipelineParamInfo(
- const GPU_PIPELINE_PARAMS_DESC& desc, GpuDeviceFlags deviceMask) const
- {
- SPtr<GpuPipelineParamInfo> paramInfo =
- bs_shared_ptr<GpuPipelineParamInfo>(new (bs_alloc<GpuPipelineParamInfo>())
- GpuPipelineParamInfo(desc, deviceMask));
- paramInfo->_setThisPtr(paramInfo);
- return paramInfo;
- }
- void RenderStateManager::onShutDown()
- {
- mDefaultBlendState = nullptr;
- mDefaultDepthStencilState = nullptr;
- mDefaultRasterizerState = nullptr;
- mDefaultSamplerState = nullptr;
- }
- const SPtr<SamplerState>& RenderStateManager::getDefaultSamplerState() const
- {
- if (mDefaultSamplerState == nullptr)
- mDefaultSamplerState = createSamplerState(SAMPLER_STATE_DESC());
- return mDefaultSamplerState;
- }
- const SPtr<BlendState>& RenderStateManager::getDefaultBlendState() const
- {
- if (mDefaultBlendState == nullptr)
- mDefaultBlendState = createBlendState(BLEND_STATE_DESC());
- return mDefaultBlendState;
- }
- const SPtr<RasterizerState>& RenderStateManager::getDefaultRasterizerState() const
- {
- if (mDefaultRasterizerState == nullptr)
- mDefaultRasterizerState = createRasterizerState(RASTERIZER_STATE_DESC());
- return mDefaultRasterizerState;
- }
- const SPtr<DepthStencilState>& RenderStateManager::getDefaultDepthStencilState() const
- {
- if (mDefaultDepthStencilState == nullptr)
- mDefaultDepthStencilState = createDepthStencilState(DEPTH_STENCIL_STATE_DESC());
- return mDefaultDepthStencilState;
- }
- void RenderStateManager::notifySamplerStateCreated(const SAMPLER_STATE_DESC& desc, const SPtr<SamplerState>& state) const
- {
- Lock lock(mMutex);
- mCachedSamplerStates[desc] = state;
- }
- void RenderStateManager::notifyBlendStateCreated(const BLEND_STATE_DESC& desc, const CachedBlendState& state) const
- {
- Lock lock(mMutex);
- mCachedBlendStates[desc] = state;
- }
- void RenderStateManager::notifyRasterizerStateCreated(const RASTERIZER_STATE_DESC& desc, const CachedRasterizerState& state) const
- {
- Lock lock(mMutex);
- mCachedRasterizerStates[desc] = state;
- }
- void RenderStateManager::notifyDepthStencilStateCreated(const DEPTH_STENCIL_STATE_DESC& desc, const CachedDepthStencilState& state) const
- {
- Lock lock(mMutex);
- mCachedDepthStencilStates[desc] = state;
- }
- void RenderStateManager::notifySamplerStateDestroyed(const SAMPLER_STATE_DESC& desc) const
- {
- Lock lock(mMutex);
- mCachedSamplerStates.erase(desc);
- }
- SPtr<SamplerState> RenderStateManager::findCachedState(const SAMPLER_STATE_DESC& desc) const
- {
- Lock lock(mMutex);
- auto iterFind = mCachedSamplerStates.find(desc);
- if (iterFind != mCachedSamplerStates.end())
- return iterFind->second.lock();
- return nullptr;
- }
- SPtr<BlendState> RenderStateManager::findCachedState(const BLEND_STATE_DESC& desc, UINT32& id) const
- {
- Lock lock(mMutex);
- auto iterFind = mCachedBlendStates.find(desc);
- if (iterFind != mCachedBlendStates.end())
- {
- id = iterFind->second.id;
- if (!iterFind->second.state.expired())
- return iterFind->second.state.lock();
- return nullptr;
- }
- id = mNextBlendStateId++;
- assert(id <= 0x3FF); // 10 bits maximum
- return nullptr;
- }
- SPtr<RasterizerState> RenderStateManager::findCachedState(const RASTERIZER_STATE_DESC& desc, UINT32& id) const
- {
- Lock lock(mMutex);
- auto iterFind = mCachedRasterizerStates.find(desc);
- if (iterFind != mCachedRasterizerStates.end())
- {
- id = iterFind->second.id;
- if (!iterFind->second.state.expired())
- return iterFind->second.state.lock();
- return nullptr;
- }
- id = mNextRasterizerStateId++;
- assert(id <= 0x3FF); // 10 bits maximum
- return nullptr;
- }
- SPtr<DepthStencilState> RenderStateManager::findCachedState(const DEPTH_STENCIL_STATE_DESC& desc, UINT32& id) const
- {
- Lock lock(mMutex);
- auto iterFind = mCachedDepthStencilStates.find(desc);
- if (iterFind != mCachedDepthStencilStates.end())
- {
- id = iterFind->second.id;
- if (!iterFind->second.state.expired())
- return iterFind->second.state.lock();
- return nullptr;
- }
- id = mNextDepthStencilStateId++;
- assert(id <= 0x3FF); // 10 bits maximum
- return nullptr;
- }
- SPtr<SamplerState> RenderStateManager::createSamplerStateInternal(const SAMPLER_STATE_DESC& desc, GpuDeviceFlags deviceMask) const
- {
- SPtr<SamplerState> state =
- bs_shared_ptr<SamplerState>(new (bs_alloc<SamplerState>()) SamplerState(desc, deviceMask));
- state->_setThisPtr(state);
- return state;
- }
- SPtr<DepthStencilState> RenderStateManager::createDepthStencilStateInternal(const DEPTH_STENCIL_STATE_DESC& desc, UINT32 id) const
- {
- SPtr<DepthStencilState> state = bs_shared_ptr<DepthStencilState>(new (bs_alloc<DepthStencilState>()) DepthStencilState(desc, id));
- state->_setThisPtr(state);
- return state;
- }
- SPtr<RasterizerState> RenderStateManager::createRasterizerStateInternal(const RASTERIZER_STATE_DESC& desc, UINT32 id) const
- {
- SPtr<RasterizerState> state = bs_shared_ptr<RasterizerState>(new (bs_alloc<RasterizerState>()) RasterizerState(desc, id));
- state->_setThisPtr(state);
- return state;
- }
- SPtr<BlendState> RenderStateManager::createBlendStateInternal(const BLEND_STATE_DESC& desc, UINT32 id) const
- {
- SPtr<BlendState> state = bs_shared_ptr<BlendState>(new (bs_alloc<BlendState>()) BlendState(desc, id));
- state->_setThisPtr(state);
- return state;
- }
- }
- }
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