BsCoreThreadAccessor.cpp 8.7 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsCoreThreadAccessor.h"
  5. #include "BsCommandQueue.h"
  6. #include "BsRenderSystem.h"
  7. #include "BsBlendState.h"
  8. #include "BsRasterizerState.h"
  9. #include "BsDepthStencilState.h"
  10. #include "BsGpuResourceData.h"
  11. #include "BsVideoModeInfo.h"
  12. #include "BsGpuParams.h"
  13. #include "BsPass.h"
  14. #include "BsMaterial.h"
  15. #include "BsCoreThread.h"
  16. namespace BansheeEngine
  17. {
  18. CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue)
  19. :mCommandQueue(commandQueue)
  20. {
  21. }
  22. CoreThreadAccessorBase::~CoreThreadAccessorBase()
  23. {
  24. bs_delete(mCommandQueue);
  25. }
  26. void CoreThreadAccessorBase::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  27. {
  28. mCommandQueue->queue(std::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit));
  29. }
  30. void CoreThreadAccessorBase::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  31. {
  32. mCommandQueue->queue(std::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr));
  33. }
  34. void CoreThreadAccessorBase::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  35. {
  36. mCommandQueue->queue(std::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState));
  37. }
  38. void CoreThreadAccessorBase::setBlendState(const BlendStatePtr& blendState)
  39. {
  40. mCommandQueue->queue(std::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState));
  41. }
  42. void CoreThreadAccessorBase::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  43. {
  44. mCommandQueue->queue(std::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState));
  45. }
  46. void CoreThreadAccessorBase::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  47. {
  48. mCommandQueue->queue(std::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue));
  49. }
  50. void CoreThreadAccessorBase::setViewport(Viewport vp)
  51. {
  52. mCommandQueue->queue(std::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp));
  53. }
  54. void CoreThreadAccessorBase::setDrawOperation(DrawOperationType op)
  55. {
  56. mCommandQueue->queue(std::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op));
  57. }
  58. void CoreThreadAccessorBase::setClipPlanes(const PlaneList& clipPlanes)
  59. {
  60. mCommandQueue->queue(std::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes));
  61. }
  62. void CoreThreadAccessorBase::addClipPlane(const Plane& p)
  63. {
  64. mCommandQueue->queue(std::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p));
  65. }
  66. void CoreThreadAccessorBase::resetClipPlanes()
  67. {
  68. mCommandQueue->queue(std::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr()));
  69. }
  70. void CoreThreadAccessorBase::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  71. {
  72. mCommandQueue->queue(std::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom));
  73. }
  74. void CoreThreadAccessorBase::setRenderTarget(RenderTargetPtr target)
  75. {
  76. mCommandQueue->queue(std::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target));
  77. }
  78. void CoreThreadAccessorBase::bindGpuProgram(HGpuProgram prg)
  79. {
  80. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg));
  81. }
  82. void CoreThreadAccessorBase::unbindGpuProgram(GpuProgramType gptype)
  83. {
  84. mCommandQueue->queue(std::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype));
  85. }
  86. void CoreThreadAccessorBase::bindGpuParams(GpuProgramType gptype, const GpuParamsPtr& params)
  87. {
  88. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, params->_cloneForCore(gCoreThread().getFrameAlloc())));
  89. }
  90. void CoreThreadAccessorBase::beginRender()
  91. {
  92. mCommandQueue->queue(std::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr()));
  93. }
  94. void CoreThreadAccessorBase::endRender()
  95. {
  96. mCommandQueue->queue(std::bind(&RenderSystem::endFrame, RenderSystem::instancePtr()));
  97. }
  98. void CoreThreadAccessorBase::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  99. {
  100. mCommandQueue->queue(std::bind(&RenderSystem::clearRenderTarget, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  101. }
  102. void CoreThreadAccessorBase::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  103. {
  104. mCommandQueue->queue(std::bind(&RenderSystem::clearViewport, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  105. }
  106. void CoreThreadAccessorBase::swapBuffers(RenderTargetPtr target)
  107. {
  108. mCommandQueue->queue(std::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target));
  109. }
  110. void CoreThreadAccessorBase::render(const MeshBasePtr& mesh, UINT32 indexOffset, UINT32 indexCount, bool useIndices, DrawOperationType drawOp)
  111. {
  112. mCommandQueue->queue(std::bind(&RenderSystem::render, RenderSystem::instancePtr(), mesh, indexOffset, indexCount, useIndices, drawOp));
  113. }
  114. void CoreThreadAccessorBase::draw(UINT32 vertexOffset, UINT32 vertexCount)
  115. {
  116. mCommandQueue->queue(std::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexOffset, vertexCount));
  117. }
  118. void CoreThreadAccessorBase::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  119. {
  120. mCommandQueue->queue(std::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexOffset, vertexCount));
  121. }
  122. AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer)
  123. {
  124. data->_lock();
  125. resource->_writeSubresourceSim(subresourceIdx, *data, discardEntireBuffer);
  126. return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource,
  127. subresourceIdx, data, discardEntireBuffer, std::placeholders::_1));
  128. }
  129. AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data)
  130. {
  131. data->_lock();
  132. return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(),
  133. resource, subresourceIdx, data, std::placeholders::_1));
  134. }
  135. void CoreThreadAccessorBase::resizeWindow(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  136. {
  137. mCommandQueue->queue(std::bind(&RenderWindow::resize, renderWindow.get(), width, height));
  138. }
  139. void CoreThreadAccessorBase::moveWindow(RenderWindowPtr& renderWindow, INT32 left, INT32 top)
  140. {
  141. mCommandQueue->queue(std::bind(&RenderWindow::move, renderWindow.get(), left, top));
  142. }
  143. void CoreThreadAccessorBase::hideWindow(RenderWindowPtr& renderWindow)
  144. {
  145. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), true));
  146. }
  147. void CoreThreadAccessorBase::showWindow(RenderWindowPtr& renderWindow)
  148. {
  149. mCommandQueue->queue(std::bind(&RenderWindow::setHidden, renderWindow.get(), false));
  150. }
  151. void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height,
  152. float refreshRate, UINT32 monitorIdx)
  153. {
  154. void(RenderWindow::*funcPtr)(UINT32, UINT32, float, UINT32) = &RenderWindow::setFullscreen;
  155. mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), width, height, refreshRate, monitorIdx));
  156. }
  157. void CoreThreadAccessorBase::setFullscreen(RenderWindowPtr& renderWindow, const VideoMode& mode)
  158. {
  159. void(RenderWindow::*funcPtr)(const VideoMode&) = &RenderWindow::setFullscreen;
  160. mCommandQueue->queue(std::bind(funcPtr, renderWindow.get(), std::cref(mode)));
  161. }
  162. void CoreThreadAccessorBase::setWindowed(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  163. {
  164. mCommandQueue->queue(std::bind(&RenderWindow::setWindowed, renderWindow.get(), width, height));
  165. }
  166. AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function<void(AsyncOp&)> commandCallback)
  167. {
  168. return mCommandQueue->queueReturn(commandCallback);
  169. }
  170. void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
  171. {
  172. mCommandQueue->queue(commandCallback);
  173. }
  174. void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
  175. {
  176. Queue<QueuedCommand>* commands = mCommandQueue->flush();
  177. gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
  178. }
  179. void CoreThreadAccessorBase::cancelAll()
  180. {
  181. // Note that this won't free any Frame data allocated for all the canceled commands since
  182. // frame data will only get cleared at frame start
  183. mCommandQueue->cancelAll();
  184. }
  185. }