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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 "BsResource.h"
- #include "BsMesh.h"
- #include "BsRenderStats.h"
- #include "BsGpuParams.h"
- #include "BsBlendState.h"
- #include "BsDepthStencilState.h"
- #include "BsRasterizerState.h"
- #include "BsGpuParamDesc.h"
- #include "BsGpuBuffer.h"
- #include "BsGpuParamBlockBuffer.h"
- #include "BsCommandBuffer.h"
- using namespace std::placeholders;
- namespace BansheeEngine
- {
- BS_CORE_EXPORT SPtr<CommandBuffer> gMainCommandBuffer = nullptr;
- void RenderAPI::setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr<Texture> &texPtr)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setTexture, RenderAPICore::instancePtr(), gptype, unit,
- texPtr->getCore(), gMainCommandBuffer));
- }
- void RenderAPI::setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit,
- const SPtr<Texture>& texPtr, const TextureSurface& surface)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setLoadStoreTexture, RenderAPICore::instancePtr(), gptype, unit,
- texPtr->getCore(), surface, gMainCommandBuffer));
- }
- void RenderAPI::setBuffer(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr<GpuBuffer>& buffer,
- bool loadStore)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setBuffer, RenderAPICore::instancePtr(), gptype, unit,
- buffer->getCore(), loadStore, gMainCommandBuffer));
- }
- void RenderAPI::setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
- const SPtr<SamplerState>& samplerState)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setSamplerState, RenderAPICore::instancePtr(), gptype, texUnit,
- samplerState->getCore(), gMainCommandBuffer));
- }
- void RenderAPI::setBlendState(CoreAccessor& accessor, const SPtr<BlendState>& blendState)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setBlendState, RenderAPICore::instancePtr(), blendState->getCore(),
- gMainCommandBuffer));
- }
- void RenderAPI::setRasterizerState(CoreAccessor& accessor, const SPtr<RasterizerState>& rasterizerState)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setRasterizerState, RenderAPICore::instancePtr(),
- rasterizerState->getCore(), gMainCommandBuffer));
- }
- void RenderAPI::setDepthStencilState(CoreAccessor& accessor, const SPtr<DepthStencilState>& depthStencilState, UINT32 stencilRefValue)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setDepthStencilState, RenderAPICore::instancePtr(),
- depthStencilState->getCore(), stencilRefValue, gMainCommandBuffer));
- }
- 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(),
- gMainCommandBuffer));
- }
- void RenderAPI::setVertexDeclaration(CoreAccessor& accessor, const SPtr<VertexDeclaration>& vertexDeclaration)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setVertexDeclaration, RenderAPICore::instancePtr(),
- vertexDeclaration->getCore(), gMainCommandBuffer));
- }
- void RenderAPI::setViewport(CoreAccessor& accessor, const Rect2& vp)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setViewport, RenderAPICore::instancePtr(), vp, gMainCommandBuffer));
- }
- void RenderAPI::setDrawOperation(CoreAccessor& accessor, DrawOperationType op)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setDrawOperation, RenderAPICore::instancePtr(), op,
- gMainCommandBuffer));
- }
- 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,
- gMainCommandBuffer));
- }
- void RenderAPI::setRenderTarget(CoreAccessor& accessor, const SPtr<RenderTarget>& target, bool readOnlyDepthStencil)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::setRenderTarget,
- RenderAPICore::instancePtr(), target->getCore(), readOnlyDepthStencil, gMainCommandBuffer));
- }
- void RenderAPI::bindGpuProgram(CoreAccessor& accessor, const SPtr<GpuProgram>& prg)
- {
- prg->syncToCore(accessor);
- accessor.queueCommand(std::bind(&RenderAPICore::bindGpuProgram, RenderAPICore::instancePtr(), prg->getCore(),
- gMainCommandBuffer));
- }
- void RenderAPI::unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::unbindGpuProgram, RenderAPICore::instancePtr(), gptype,
- gMainCommandBuffer));
- }
- void RenderAPI::beginRender(CoreAccessor& accessor)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::beginFrame, RenderAPICore::instancePtr(), gMainCommandBuffer));
- }
- void RenderAPI::endRender(CoreAccessor& accessor)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::endFrame, RenderAPICore::instancePtr(), gMainCommandBuffer));
- }
- 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, gMainCommandBuffer));
- }
- 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, gMainCommandBuffer));
- }
- void RenderAPI::swapBuffers(CoreAccessor& accessor, const SPtr<RenderTarget>& target)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::swapBuffers, RenderAPICore::instancePtr(), target->getCore(),
- gMainCommandBuffer));
- }
- void RenderAPI::draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::draw, RenderAPICore::instancePtr(), vertexOffset,
- vertexCount, instanceCount, gMainCommandBuffer));
- }
- 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, gMainCommandBuffer));
- }
- void RenderAPI::dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
- {
- accessor.queueCommand(std::bind(&RenderAPICore::dispatchCompute, RenderAPICore::instancePtr(), numGroupsX,
- numGroupsY, numGroupsZ, gMainCommandBuffer));
- }
- 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;
- gMainCommandBuffer = nullptr;
- }
- SPtr<RenderWindow> RenderAPICore::initialize(const RENDER_WINDOW_DESC& primaryWindowDesc)
- {
- gCoreThread().queueCommand(std::bind(&RenderAPICore::initializePrepare, this), true);
- RENDER_WINDOW_DESC windowDesc = primaryWindowDesc;
- SPtr<RenderWindow> renderWindow = RenderWindow::create(windowDesc, nullptr);
- gCoreThread().queueCommand(std::bind(&RenderAPICore::initializeFinalize, this, renderWindow->getCore()), true);
- return renderWindow;
- }
- void RenderAPICore::initializePrepare()
- {
- // Do nothing
- }
- void RenderAPICore::initializeFinalize(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(void) const
- {
- THROW_IF_NOT_CORE_THREAD;
- return mDriverVersion;
- }
- }
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