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- #include "BsCoreThreadAccessor.h"
- #include "BsCommandQueue.h"
- #include "BsRenderSystem.h"
- #include "BsBlendState.h"
- #include "BsRasterizerState.h"
- #include "BsDepthStencilState.h"
- #include "BsGpuResourceData.h"
- #include "BsIndexBuffer.h"
- #include "BsVertexBuffer.h"
- #include "BsVideoModeInfo.h"
- #include "BsGpuParams.h"
- #include "BsPass.h"
- #include "BsMaterial.h"
- #include "BsCoreThread.h"
- namespace BansheeEngine
- {
- CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue)
- :mCommandQueue(commandQueue)
- {
- }
- CoreThreadAccessorBase::~CoreThreadAccessorBase()
- {
- bs_delete(mCommandQueue);
- }
- void CoreThreadAccessorBase::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit));
- }
- void CoreThreadAccessorBase::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr));
- }
- void CoreThreadAccessorBase::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
- const TextureSurface& surface)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setLoadStoreTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr,
- surface));
- }
- void CoreThreadAccessorBase::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState));
- }
- void CoreThreadAccessorBase::setBlendState(const BlendStatePtr& blendState)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState));
- }
- void CoreThreadAccessorBase::setRasterizerState(const RasterizerStatePtr& rasterizerState)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState));
- }
- void CoreThreadAccessorBase::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue));
- }
- void CoreThreadAccessorBase::setVertexBuffers(UINT32 index, const Vector<VertexBufferPtr>& buffers)
- {
- Vector<SPtr<VertexBufferCore>> coreBuffers(buffers.size());
- for (UINT32 i = 0; i < (UINT32)buffers.size(); i++)
- coreBuffers[i] = buffers[i] != nullptr ? buffers[i]->getCore() : nullptr;
- std::function<void(RenderSystem*, UINT32, const Vector<SPtr<VertexBufferCore>>&)> resizeFunc =
- [](RenderSystem* rs, UINT32 idx, const Vector<SPtr<VertexBufferCore>>& _buffers)
- {
- rs->setVertexBuffers(idx, (SPtr<VertexBufferCore>*)_buffers.data(), (UINT32)_buffers.size());
- };
- mCommandQueue->queue(std::bind(resizeFunc, RenderSystem::instancePtr(), index, coreBuffers));
- }
- void CoreThreadAccessorBase::setIndexBuffer(const IndexBufferPtr& buffer)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setIndexBuffer, RenderSystem::instancePtr(), buffer->getCore()));
- }
- void CoreThreadAccessorBase::setVertexDeclaration(const VertexDeclarationPtr& vertexDeclaration)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setVertexDeclaration, RenderSystem::instancePtr(), vertexDeclaration));
- }
- void CoreThreadAccessorBase::setViewport(const Rect2& vp)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp));
- }
- void CoreThreadAccessorBase::setDrawOperation(DrawOperationType op)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op));
- }
- void CoreThreadAccessorBase::setClipPlanes(const PlaneList& clipPlanes)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes));
- }
- void CoreThreadAccessorBase::addClipPlane(const Plane& p)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p));
- }
- void CoreThreadAccessorBase::resetClipPlanes()
- {
- mCommandQueue->queue(std::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr()));
- }
- void CoreThreadAccessorBase::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom));
- }
- void CoreThreadAccessorBase::setRenderTarget(RenderTargetPtr target)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target->getCore()));
- }
- void CoreThreadAccessorBase::bindGpuProgram(HGpuProgram prg)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg));
- }
- void CoreThreadAccessorBase::unbindGpuProgram(GpuProgramType gptype)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype));
- }
- void CoreThreadAccessorBase::bindGpuParams(GpuProgramType gptype, const GpuParamsPtr& params)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, params->_clone(gCoreThread().getFrameAlloc(), true)));
- }
- void CoreThreadAccessorBase::beginRender()
- {
- mCommandQueue->queue(std::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr()));
- }
- void CoreThreadAccessorBase::endRender()
- {
- mCommandQueue->queue(std::bind(&RenderSystem::endFrame, RenderSystem::instancePtr()));
- }
- void CoreThreadAccessorBase::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::clearRenderTarget, RenderSystem::instancePtr(), buffers, color, depth, stencil));
- }
- void CoreThreadAccessorBase::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::clearViewport, RenderSystem::instancePtr(), buffers, color, depth, stencil));
- }
- void CoreThreadAccessorBase::swapBuffers(RenderTargetPtr target)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target->getCore()));
- }
- void CoreThreadAccessorBase::draw(UINT32 vertexOffset, UINT32 vertexCount)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexOffset, vertexCount));
- }
- void CoreThreadAccessorBase::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
- {
- mCommandQueue->queue(std::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexOffset, vertexCount));
- }
- AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer)
- {
- data->_lock();
- resource->_writeSubresourceSim(subresourceIdx, *data, discardEntireBuffer);
- return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource,
- subresourceIdx, data, discardEntireBuffer, std::placeholders::_1));
- }
- AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data)
- {
- data->_lock();
- return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(),
- resource, subresourceIdx, data, std::placeholders::_1));
- }
- AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function<void(AsyncOp&)> commandCallback)
- {
- return mCommandQueue->queueReturn(commandCallback);
- }
- void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
- {
- mCommandQueue->queue(commandCallback);
- }
- void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
- {
- Queue<QueuedCommand>* commands = mCommandQueue->flush();
- gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
- }
- void CoreThreadAccessorBase::cancelAll()
- {
- // Note that this won't free any Frame data allocated for all the canceled commands since
- // frame data will only get cleared at frame start
- mCommandQueue->cancelAll();
- }
- }
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