BsRenderAPI.cpp 9.4 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsRenderAPI.h"
  4. #include "BsCoreThread.h"
  5. #include "BsViewport.h"
  6. #include "BsRenderTarget.h"
  7. #include "BsRenderWindow.h"
  8. #include "BsResource.h"
  9. #include "BsMesh.h"
  10. #include "BsRenderStats.h"
  11. #include "BsGpuParams.h"
  12. #include "BsBlendState.h"
  13. #include "BsDepthStencilState.h"
  14. #include "BsRasterizerState.h"
  15. #include "BsGpuParamDesc.h"
  16. #include "BsGpuBuffer.h"
  17. #include "BsGpuParamBlockBuffer.h"
  18. #include "BsCommandBuffer.h"
  19. using namespace std::placeholders;
  20. namespace BansheeEngine
  21. {
  22. BS_CORE_EXPORT SPtr<CommandBuffer> gMainCommandBuffer = nullptr;
  23. void RenderAPI::setTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr<Texture> &texPtr)
  24. {
  25. accessor.queueCommand(std::bind(&RenderAPICore::setTexture, RenderAPICore::instancePtr(), gptype, unit,
  26. texPtr->getCore(), gMainCommandBuffer));
  27. }
  28. void RenderAPI::setLoadStoreTexture(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit,
  29. const SPtr<Texture>& texPtr, const TextureSurface& surface)
  30. {
  31. accessor.queueCommand(std::bind(&RenderAPICore::setLoadStoreTexture, RenderAPICore::instancePtr(), gptype, unit,
  32. texPtr->getCore(), surface, gMainCommandBuffer));
  33. }
  34. void RenderAPI::setBuffer(CoreAccessor& accessor, GpuProgramType gptype, UINT16 unit, const SPtr<GpuBuffer>& buffer,
  35. bool loadStore)
  36. {
  37. accessor.queueCommand(std::bind(&RenderAPICore::setBuffer, RenderAPICore::instancePtr(), gptype, unit,
  38. buffer->getCore(), loadStore, gMainCommandBuffer));
  39. }
  40. void RenderAPI::setSamplerState(CoreAccessor& accessor, GpuProgramType gptype, UINT16 texUnit,
  41. const SPtr<SamplerState>& samplerState)
  42. {
  43. accessor.queueCommand(std::bind(&RenderAPICore::setSamplerState, RenderAPICore::instancePtr(), gptype, texUnit,
  44. samplerState->getCore(), gMainCommandBuffer));
  45. }
  46. void RenderAPI::setBlendState(CoreAccessor& accessor, const SPtr<BlendState>& blendState)
  47. {
  48. accessor.queueCommand(std::bind(&RenderAPICore::setBlendState, RenderAPICore::instancePtr(), blendState->getCore(),
  49. gMainCommandBuffer));
  50. }
  51. void RenderAPI::setRasterizerState(CoreAccessor& accessor, const SPtr<RasterizerState>& rasterizerState)
  52. {
  53. accessor.queueCommand(std::bind(&RenderAPICore::setRasterizerState, RenderAPICore::instancePtr(),
  54. rasterizerState->getCore(), gMainCommandBuffer));
  55. }
  56. void RenderAPI::setDepthStencilState(CoreAccessor& accessor, const SPtr<DepthStencilState>& depthStencilState, UINT32 stencilRefValue)
  57. {
  58. accessor.queueCommand(std::bind(&RenderAPICore::setDepthStencilState, RenderAPICore::instancePtr(),
  59. depthStencilState->getCore(), stencilRefValue, gMainCommandBuffer));
  60. }
  61. void RenderAPI::setVertexBuffers(CoreAccessor& accessor, UINT32 index, const Vector<SPtr<VertexBuffer>>& buffers)
  62. {
  63. Vector<SPtr<VertexBufferCore>> coreBuffers(buffers.size());
  64. for (UINT32 i = 0; i < (UINT32)buffers.size(); i++)
  65. coreBuffers[i] = buffers[i] != nullptr ? buffers[i]->getCore() : nullptr;
  66. std::function<void(RenderAPICore*, UINT32, const Vector<SPtr<VertexBufferCore>>&)> resizeFunc =
  67. [](RenderAPICore* rs, UINT32 idx, const Vector<SPtr<VertexBufferCore>>& _buffers)
  68. {
  69. rs->setVertexBuffers(idx, (SPtr<VertexBufferCore>*)_buffers.data(), (UINT32)_buffers.size());
  70. };
  71. accessor.queueCommand(std::bind(resizeFunc, RenderAPICore::instancePtr(), index, coreBuffers));
  72. }
  73. void RenderAPI::setIndexBuffer(CoreAccessor& accessor, const SPtr<IndexBuffer>& buffer)
  74. {
  75. accessor.queueCommand(std::bind(&RenderAPICore::setIndexBuffer, RenderAPICore::instancePtr(), buffer->getCore(),
  76. gMainCommandBuffer));
  77. }
  78. void RenderAPI::setVertexDeclaration(CoreAccessor& accessor, const SPtr<VertexDeclaration>& vertexDeclaration)
  79. {
  80. accessor.queueCommand(std::bind(&RenderAPICore::setVertexDeclaration, RenderAPICore::instancePtr(),
  81. vertexDeclaration->getCore(), gMainCommandBuffer));
  82. }
  83. void RenderAPI::setViewport(CoreAccessor& accessor, const Rect2& vp)
  84. {
  85. accessor.queueCommand(std::bind(&RenderAPICore::setViewport, RenderAPICore::instancePtr(), vp, gMainCommandBuffer));
  86. }
  87. void RenderAPI::setDrawOperation(CoreAccessor& accessor, DrawOperationType op)
  88. {
  89. accessor.queueCommand(std::bind(&RenderAPICore::setDrawOperation, RenderAPICore::instancePtr(), op,
  90. gMainCommandBuffer));
  91. }
  92. void RenderAPI::setScissorRect(CoreAccessor& accessor, UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  93. {
  94. accessor.queueCommand(std::bind(&RenderAPICore::setScissorRect, RenderAPICore::instancePtr(), left, top, right, bottom,
  95. gMainCommandBuffer));
  96. }
  97. void RenderAPI::setRenderTarget(CoreAccessor& accessor, const SPtr<RenderTarget>& target, bool readOnlyDepthStencil)
  98. {
  99. accessor.queueCommand(std::bind(&RenderAPICore::setRenderTarget,
  100. RenderAPICore::instancePtr(), target->getCore(), readOnlyDepthStencil, gMainCommandBuffer));
  101. }
  102. void RenderAPI::bindGpuProgram(CoreAccessor& accessor, const SPtr<GpuProgram>& prg)
  103. {
  104. prg->syncToCore(accessor);
  105. accessor.queueCommand(std::bind(&RenderAPICore::bindGpuProgram, RenderAPICore::instancePtr(), prg->getCore(),
  106. gMainCommandBuffer));
  107. }
  108. void RenderAPI::unbindGpuProgram(CoreAccessor& accessor, GpuProgramType gptype)
  109. {
  110. accessor.queueCommand(std::bind(&RenderAPICore::unbindGpuProgram, RenderAPICore::instancePtr(), gptype,
  111. gMainCommandBuffer));
  112. }
  113. void RenderAPI::beginRender(CoreAccessor& accessor)
  114. {
  115. accessor.queueCommand(std::bind(&RenderAPICore::beginFrame, RenderAPICore::instancePtr(), gMainCommandBuffer));
  116. }
  117. void RenderAPI::endRender(CoreAccessor& accessor)
  118. {
  119. accessor.queueCommand(std::bind(&RenderAPICore::endFrame, RenderAPICore::instancePtr(), gMainCommandBuffer));
  120. }
  121. void RenderAPI::clearRenderTarget(CoreAccessor& accessor, UINT32 buffers, const Color& color, float depth,
  122. UINT16 stencil, UINT8 targetMask)
  123. {
  124. accessor.queueCommand(std::bind(&RenderAPICore::clearRenderTarget, RenderAPICore::instancePtr(), buffers, color,
  125. depth, stencil, targetMask, gMainCommandBuffer));
  126. }
  127. void RenderAPI::clearViewport(CoreAccessor& accessor, UINT32 buffers, const Color& color, float depth, UINT16 stencil,
  128. UINT8 targetMask)
  129. {
  130. accessor.queueCommand(std::bind(&RenderAPICore::clearViewport, RenderAPICore::instancePtr(), buffers, color, depth,
  131. stencil, targetMask, gMainCommandBuffer));
  132. }
  133. void RenderAPI::swapBuffers(CoreAccessor& accessor, const SPtr<RenderTarget>& target)
  134. {
  135. accessor.queueCommand(std::bind(&RenderAPICore::swapBuffers, RenderAPICore::instancePtr(), target->getCore(),
  136. gMainCommandBuffer));
  137. }
  138. void RenderAPI::draw(CoreAccessor& accessor, UINT32 vertexOffset, UINT32 vertexCount, UINT32 instanceCount)
  139. {
  140. accessor.queueCommand(std::bind(&RenderAPICore::draw, RenderAPICore::instancePtr(), vertexOffset,
  141. vertexCount, instanceCount, gMainCommandBuffer));
  142. }
  143. void RenderAPI::drawIndexed(CoreAccessor& accessor, UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset,
  144. UINT32 vertexCount, UINT32 instanceCount)
  145. {
  146. accessor.queueCommand(std::bind(&RenderAPICore::drawIndexed, RenderAPICore::instancePtr(), startIndex, indexCount,
  147. vertexOffset, vertexCount, instanceCount, gMainCommandBuffer));
  148. }
  149. void RenderAPI::dispatchCompute(CoreAccessor& accessor, UINT32 numGroupsX, UINT32 numGroupsY, UINT32 numGroupsZ)
  150. {
  151. accessor.queueCommand(std::bind(&RenderAPICore::dispatchCompute, RenderAPICore::instancePtr(), numGroupsX,
  152. numGroupsY, numGroupsZ, gMainCommandBuffer));
  153. }
  154. const VideoModeInfo& RenderAPI::getVideoModeInfo()
  155. {
  156. return RenderAPICore::instance().getVideoModeInfo();
  157. }
  158. void RenderAPI::convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest)
  159. {
  160. RenderAPICore::instance().convertProjectionMatrix(matrix, dest);
  161. }
  162. const RenderAPIInfo& RenderAPI::getAPIInfo()
  163. {
  164. return RenderAPICore::instance().getAPIInfo();
  165. }
  166. RenderAPICore::RenderAPICore()
  167. : mCurrentCapabilities(nullptr)
  168. {
  169. }
  170. RenderAPICore::~RenderAPICore()
  171. {
  172. // Base classes need to call virtual destroy_internal method instead of a destructor
  173. bs_delete(mCurrentCapabilities);
  174. mCurrentCapabilities = nullptr;
  175. gMainCommandBuffer = nullptr;
  176. }
  177. SPtr<RenderWindow> RenderAPICore::initialize(const RENDER_WINDOW_DESC& primaryWindowDesc)
  178. {
  179. gCoreThread().queueCommand(std::bind(&RenderAPICore::initializePrepare, this), true);
  180. RENDER_WINDOW_DESC windowDesc = primaryWindowDesc;
  181. SPtr<RenderWindow> renderWindow = RenderWindow::create(windowDesc, nullptr);
  182. gCoreThread().queueCommand(std::bind(&RenderAPICore::initializeFinalize, this, renderWindow->getCore()), true);
  183. return renderWindow;
  184. }
  185. void RenderAPICore::initializePrepare()
  186. {
  187. // Do nothing
  188. }
  189. void RenderAPICore::initializeFinalize(const SPtr<RenderWindowCore>& primaryWindow)
  190. {
  191. THROW_IF_NOT_CORE_THREAD;
  192. }
  193. void RenderAPICore::destroy()
  194. {
  195. gCoreAccessor().queueCommand(std::bind(&RenderAPICore::destroyCore, this));
  196. gCoreThread().submitAccessors(true);
  197. }
  198. void RenderAPICore::destroyCore()
  199. {
  200. mActiveRenderTarget = nullptr;
  201. }
  202. const DriverVersion& RenderAPICore::getDriverVersion(void) const
  203. {
  204. THROW_IF_NOT_CORE_THREAD;
  205. return mDriverVersion;
  206. }
  207. }