BsCoreThreadAccessor.cpp 8.1 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 "BsIndexBuffer.h"
  9. #include "BsVertexBuffer.h"
  10. #include "BsVideoModeInfo.h"
  11. #include "BsGpuParams.h"
  12. #include "BsPass.h"
  13. #include "BsMaterial.h"
  14. #include "BsCoreThread.h"
  15. namespace BansheeEngine
  16. {
  17. CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue)
  18. :mCommandQueue(commandQueue)
  19. {
  20. }
  21. CoreThreadAccessorBase::~CoreThreadAccessorBase()
  22. {
  23. bs_delete(mCommandQueue);
  24. }
  25. void CoreThreadAccessorBase::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  26. {
  27. mCommandQueue->queue(std::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit));
  28. }
  29. void CoreThreadAccessorBase::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  30. {
  31. mCommandQueue->queue(std::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr));
  32. }
  33. void CoreThreadAccessorBase::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
  34. const TextureSurface& surface)
  35. {
  36. mCommandQueue->queue(std::bind(&RenderSystem::setLoadStoreTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr,
  37. surface));
  38. }
  39. void CoreThreadAccessorBase::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  40. {
  41. mCommandQueue->queue(std::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState));
  42. }
  43. void CoreThreadAccessorBase::setBlendState(const BlendStatePtr& blendState)
  44. {
  45. mCommandQueue->queue(std::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState));
  46. }
  47. void CoreThreadAccessorBase::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  48. {
  49. mCommandQueue->queue(std::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState));
  50. }
  51. void CoreThreadAccessorBase::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  52. {
  53. mCommandQueue->queue(std::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue));
  54. }
  55. void CoreThreadAccessorBase::setVertexBuffers(UINT32 index, const Vector<VertexBufferPtr>& buffers)
  56. {
  57. Vector<SPtr<VertexBufferCore>> coreBuffers(buffers.size());
  58. for (UINT32 i = 0; i < (UINT32)buffers.size(); i++)
  59. coreBuffers[i] = buffers[i] != nullptr ? buffers[i]->getCore() : nullptr;
  60. std::function<void(RenderSystem*, UINT32, const Vector<SPtr<VertexBufferCore>>&)> resizeFunc =
  61. [](RenderSystem* rs, UINT32 idx, const Vector<SPtr<VertexBufferCore>>& _buffers)
  62. {
  63. rs->setVertexBuffers(idx, (SPtr<VertexBufferCore>*)_buffers.data(), (UINT32)_buffers.size());
  64. };
  65. mCommandQueue->queue(std::bind(resizeFunc, RenderSystem::instancePtr(), index, coreBuffers));
  66. }
  67. void CoreThreadAccessorBase::setIndexBuffer(const IndexBufferPtr& buffer)
  68. {
  69. mCommandQueue->queue(std::bind(&RenderSystem::setIndexBuffer, RenderSystem::instancePtr(), buffer->getCore()));
  70. }
  71. void CoreThreadAccessorBase::setVertexDeclaration(const VertexDeclarationPtr& vertexDeclaration)
  72. {
  73. mCommandQueue->queue(std::bind(&RenderSystem::setVertexDeclaration, RenderSystem::instancePtr(), vertexDeclaration));
  74. }
  75. void CoreThreadAccessorBase::setViewport(const Rect2& vp)
  76. {
  77. mCommandQueue->queue(std::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp));
  78. }
  79. void CoreThreadAccessorBase::setDrawOperation(DrawOperationType op)
  80. {
  81. mCommandQueue->queue(std::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op));
  82. }
  83. void CoreThreadAccessorBase::setClipPlanes(const PlaneList& clipPlanes)
  84. {
  85. mCommandQueue->queue(std::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes));
  86. }
  87. void CoreThreadAccessorBase::addClipPlane(const Plane& p)
  88. {
  89. mCommandQueue->queue(std::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p));
  90. }
  91. void CoreThreadAccessorBase::resetClipPlanes()
  92. {
  93. mCommandQueue->queue(std::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr()));
  94. }
  95. void CoreThreadAccessorBase::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  96. {
  97. mCommandQueue->queue(std::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom));
  98. }
  99. void CoreThreadAccessorBase::setRenderTarget(RenderTargetPtr target)
  100. {
  101. mCommandQueue->queue(std::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target->getCore()));
  102. }
  103. void CoreThreadAccessorBase::bindGpuProgram(HGpuProgram prg)
  104. {
  105. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg));
  106. }
  107. void CoreThreadAccessorBase::unbindGpuProgram(GpuProgramType gptype)
  108. {
  109. mCommandQueue->queue(std::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype));
  110. }
  111. void CoreThreadAccessorBase::bindGpuParams(GpuProgramType gptype, const GpuParamsPtr& params)
  112. {
  113. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, params->_clone(gCoreThread().getFrameAlloc(), true)));
  114. }
  115. void CoreThreadAccessorBase::beginRender()
  116. {
  117. mCommandQueue->queue(std::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr()));
  118. }
  119. void CoreThreadAccessorBase::endRender()
  120. {
  121. mCommandQueue->queue(std::bind(&RenderSystem::endFrame, RenderSystem::instancePtr()));
  122. }
  123. void CoreThreadAccessorBase::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  124. {
  125. mCommandQueue->queue(std::bind(&RenderSystem::clearRenderTarget, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  126. }
  127. void CoreThreadAccessorBase::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  128. {
  129. mCommandQueue->queue(std::bind(&RenderSystem::clearViewport, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  130. }
  131. void CoreThreadAccessorBase::swapBuffers(RenderTargetPtr target)
  132. {
  133. mCommandQueue->queue(std::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target->getCore()));
  134. }
  135. void CoreThreadAccessorBase::draw(UINT32 vertexOffset, UINT32 vertexCount)
  136. {
  137. mCommandQueue->queue(std::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexOffset, vertexCount));
  138. }
  139. void CoreThreadAccessorBase::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  140. {
  141. mCommandQueue->queue(std::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexOffset, vertexCount));
  142. }
  143. AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer)
  144. {
  145. data->_lock();
  146. resource->_writeSubresourceSim(subresourceIdx, *data, discardEntireBuffer);
  147. return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource,
  148. subresourceIdx, data, discardEntireBuffer, std::placeholders::_1));
  149. }
  150. AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data)
  151. {
  152. data->_lock();
  153. return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(),
  154. resource, subresourceIdx, data, std::placeholders::_1));
  155. }
  156. AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function<void(AsyncOp&)> commandCallback)
  157. {
  158. return mCommandQueue->queueReturn(commandCallback);
  159. }
  160. void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
  161. {
  162. mCommandQueue->queue(commandCallback);
  163. }
  164. void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
  165. {
  166. Queue<QueuedCommand>* commands = mCommandQueue->flush();
  167. gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
  168. }
  169. void CoreThreadAccessorBase::cancelAll()
  170. {
  171. // Note that this won't free any Frame data allocated for all the canceled commands since
  172. // frame data will only get cleared at frame start
  173. mCommandQueue->cancelAll();
  174. }
  175. }