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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsRenderAPI.h"
- #include "BsCoreThread.h"
- #include "BsViewport.h"
- #include "BsRenderTarget.h"
- #include "BsRenderWindow.h"
- #include "BsMesh.h"
- #include "BsGpuParams.h"
- #include "BsDepthStencilState.h"
- #include "BsRasterizerState.h"
- #include "BsGpuBuffer.h"
- #include "BsGpuPipelineState.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- void RenderAPI::setGpuParams(CoreAccessor& accessor, const SPtr<GpuParams>& gpuParams)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setGpuParams, RenderAPICore::instancePtr(), gpuParams->getCore(),
- nullptr));
- }
- void RenderAPI::setGraphicsPipeline(CoreAccessor& accessor, const SPtr<GpuPipelineState>& pipelineState)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setGraphicsPipeline, RenderAPICore::instancePtr(),
- pipelineState->getCore(), nullptr));
- }
- void RenderAPI::setComputePipeline(CoreAccessor& accessor, const SPtr<GpuProgram>& computeProgram)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setComputePipeline, RenderAPICore::instancePtr(),
- computeProgram->getCore(), nullptr));
- }
- void RenderAPI::setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector<SPtr<VertexBuffer>>& 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(RenderAPICore*, UINT32, const Vector<SPtr<VertexBufferCore>>&)> resizeFunc =
- [](RenderAPICore* rs, UINT32 idx, const Vector<SPtr<VertexBufferCore>>& _buffers)
- {
- rs->setVertexBuffers(idx, (SPtr<VertexBufferCore>*)_buffers.data(), (UINT32)_buffers.size());
- };
- accessor.queueCommand(std::bind(resizeFunc, RenderAPICore::instancePtr(), index, coreBuffers));
- }
- void RenderAPI::setIndexBuffer(CoreAccessor& accessor, const SPtr<IndexBuffer>& buffer)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setIndexBuffer, RenderAPICore::instancePtr(), buffer->getCore(),
- nullptr));
- }
- void RenderAPI::setVertexDeclaration(CoreAccessor& accessor, const SPtr<VertexDeclaration>& vertexDeclaration)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setVertexDeclaration, RenderAPICore::instancePtr(),
- vertexDeclaration->getCore(), nullptr));
- }
- void RenderAPI::setViewport(CoreAccessor& accessor, const Rect2& vp)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setViewport, RenderAPICore::instancePtr(), vp, nullptr));
- }
- void RenderAPI::setStencilRef(CoreAccessor& accessor, UINT32 value)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setStencilRef, RenderAPICore::instancePtr(), value, nullptr));
- }
- void RenderAPI::setDrawOperation(CoreAccessor& accessor, DrawOperationType op)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setDrawOperation, RenderAPICore::instancePtr(), op,
- nullptr));
- }
- void RenderAPI::setScissorRect(CoreAccessor& accessor, UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setScissorRect, RenderAPICore::instancePtr(), left, top, right, bottom,
- nullptr));
- }
- void RenderAPI::setRenderTarget(CoreAccessor& accessor, const SPtr<RenderTarget>& target, bool readOnlyDepthStencil)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setRenderTarget,
- RenderAPICore::instancePtr(), target->getCore(), readOnlyDepthStencil, nullptr));
- }
- void RenderAPI::beginRender(CoreAccessor& accessor)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::beginFrame, RenderAPICore::instancePtr(), nullptr));
- }
- void RenderAPI::endRender(CoreAccessor& accessor)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::endFrame, RenderAPICore::instancePtr(), nullptr));
- }
- void RenderAPI::clearRenderTarget(CoreAccessor& accessor, UINT32 buffers, const Color& color, float depth,
- UINT16 stencil, UINT8 targetMask)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::clearRenderTarget, RenderAPICore::instancePtr(), buffers, color,
- depth, stencil, targetMask, nullptr));
- }
- void RenderAPI::clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color, float depth, UINT16 stencil,
- UINT8 targetMask)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::clearViewport, RenderAPICore::instancePtr(), buffers, color, depth,
- stencil, targetMask, nullptr));
- }
- void RenderAPI::swapBuffers(CoreAccessor& accessor, const SPtr<RenderTarget>& target)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::swapBuffers, RenderAPICore::instancePtr(), target->getCore(),
- nullptr));
- }
- void RenderAPI::draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::draw, RenderAPICore::instancePtr(), vertexOffset,
- vertexCount, instanceCount, nullptr));
- }
- void RenderAPI::drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset,
- UINT32 vertexCount, UINT32 instanceCount)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::drawIndexed, RenderAPICore::instancePtr(), startIndex, indexCount,
- vertexOffset, vertexCount, instanceCount, nullptr));
- }
- void RenderAPI::dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::dispatchCompute, RenderAPICore::instancePtr(), numGroupsX,
- numGroupsY, numGroupsZ, nullptr));
- }
- const VideoModeInfo& RenderAPI::getVideoModeInfo()
- {
- return RenderAPICore::instance().getVideoModeInfo();
- }
- void RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
- {
- RenderAPICore::instance().convertProjectionMatrix(matrix, dest);
- }
- const RenderAPIInfo& RenderAPI::getAPIInfo()
- {
- return RenderAPICore::instance().getAPIInfo();
- }
- RenderAPICore::RenderAPICore()
- : mCurrentCapabilities(nullptr)
- {
- }
- RenderAPICore::~RenderAPICore()
- {
- // Base classes need to call virtual destroy_internal method instead of a destructor
- bs_delete(mCurrentCapabilities);
- mCurrentCapabilities = nullptr;
- }
- SPtr<RenderWindow> RenderAPICore::initialize(const RENDER_WINDOW_DESC& primaryWindowDesc)
- {
- gCoreThread().queueCommand(std::bind((void(RenderAPICore::*)())&RenderAPICore::initialize, this), true);
- RENDER_WINDOW_DESC windowDesc = primaryWindowDesc;
- SPtr<RenderWindow> renderWindow = RenderWindow::create(windowDesc, nullptr);
- gCoreThread().queueCommand(std::bind(&RenderAPICore::initializeWithWindow, this, renderWindow->getCore()), true);
- return renderWindow;
- }
- void RenderAPICore::initialize()
- {
- // Do nothing
- }
- void RenderAPICore::initializeWithWindow(const SPtr<RenderWindowCore>& primaryWindow)
- {
- THROW_IF_NOT_CORE_THREAD;
- }
- void RenderAPICore::destroy()
- {
- gCoreAccessor().queueCommand(std::bind(&RenderAPICore::destroyCore, this));
- gCoreThread().submitAccessors(true);
- }
- void RenderAPICore::destroyCore()
- {
- mActiveRenderTarget = nullptr;
- }
- const DriverVersion& RenderAPICore::getDriverVersion() const
- {
- THROW_IF_NOT_CORE_THREAD;
- return mDriverVersion;
- }
- UINT32 RenderAPICore::vertexCountToPrimCount(DrawOperationType type, UINT32 elementCount)
- {
- UINT32 primCount = 0;
- switch (type)
- {
- case DOT_POINT_LIST:
- primCount = elementCount;
- break;
- case DOT_LINE_LIST:
- primCount = elementCount / 2;
- break;
- case DOT_LINE_STRIP:
- primCount = elementCount - 1;
- break;
- case DOT_TRIANGLE_LIST:
- primCount = elementCount / 3;
- break;
- case DOT_TRIANGLE_STRIP:
- primCount = elementCount - 2;
- break;
- case DOT_TRIANGLE_FAN:
- primCount = elementCount - 2;
- break;
- }
- return primCount;
- }
- }
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