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- #pragma once
- #include "CmPrerequisites.h"
- #include "CmCommonEnums.h"
- #include "CmRenderSystem.h"
- #include "CmCommandQueue.h"
- #include "CmSamplerState.h"
- #include "CmGpuProgram.h"
- #include "CmCoreThread.h"
- #include "CmColor.h"
- namespace CamelotFramework
- {
- /**
- * @brief Core thread accessor allows you to schedule core commands outside of the core thread.
- *
- * @note All commands are queued and only executed after the call to submitToCoreThread, in the order they were called.
- */
- template <class CommandQueueSyncPolicy = CommandQueueNoSync>
- class CM_EXPORT CoreThreadAccessor
- {
- public:
- /**
- * @brief Constructor.
- *
- * @param threadId Identifier for the thread that created the accessor.
- */
- CoreThreadAccessor(CM_THREAD_ID_TYPE threadId)
- {
- mCommandQueue = cm_new<CommandQueue<CommandQueueSyncPolicy>>(threadId);
- }
- ~CoreThreadAccessor()
- {
- cm_delete(mCommandQueue);
- }
- /** @copydoc RenderSystem::disableTextureUnit() */
- void disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit));
- }
- /** @copydoc RenderSystem::setPointParameters() */
- void setPointParameters(float size, bool attenuationEnabled, float constant, float linear, float quadratic, float minSize, float maxSize);
- /** @copydoc RenderSystem::setTexture() */
- void setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr));
- }
- /** @copydoc RenderSystem::setSamplerState() */
- void setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState));
- }
- /** @copydoc RenderSystem::setBlendState() */
- void setBlendState(const BlendStatePtr& blendState)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState));
- }
- /** @copydoc RenderSystem::setRasterizerState() */
- void setRasterizerState(const RasterizerStatePtr& rasterizerState)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState));
- }
- /** @copydoc RenderSystem::setRasterizerState() */
- void setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue));
- }
- /** @copydoc RenderSystem::setViewport() */
- void setViewport(ViewportPtr& vp)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp));
- }
- /** @copydoc RenderSystem::setVertexBuffer() */
- void setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setVertexBuffer, RenderSystem::instancePtr(), index, buffer));
- }
- /** @copydoc RenderSystem::setIndexBuffer() */
- void setIndexBuffer(const IndexBufferPtr& buffer)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setIndexBuffer, RenderSystem::instancePtr(), buffer));
- }
- /** @copydoc RenderSystem::setVertexDeclaration() */
- void setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setVertexDeclaration, RenderSystem::instancePtr(), vertexDeclaration));
- }
- /** @copydoc RenderSystem::setDrawOperation() */
- void setDrawOperation(DrawOperationType op)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op));
- }
- /** @copydoc RenderSystem::setClipPlanes() */
- void setClipPlanes(const PlaneList& clipPlanes)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes));
- }
- /** @copydoc RenderSystem::addClipPlane(const Plane&) */
- void addClipPlane(const Plane& p)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p));
- }
- /** @copydoc RenderSystem::addClipPlane(float, float, float, float) */
- void addClipPlane(float A, float B, float C, float D)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), A, B, C, D));
- }
- /** @copydoc RenderSystem::resetClipPlanes() */
- void resetClipPlanes()
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr()));
- }
- /** @copydoc RenderSystem::setScissorTest() */
- void setScissorTest(UINT32 left = 0, UINT32 top = 0, UINT32 right = 800, UINT32 bottom = 600)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom));
- }
- /** @copydoc RenderSystem::setRenderTarget() */
- void setRenderTarget(RenderTargetPtr target)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target));
- }
- /** @copydoc RenderSystem::bindGpuProgram() */
- void bindGpuProgram(HGpuProgram prg)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg));
- }
- /** @copydoc RenderSystem::unbindGpuProgram() */
- void unbindGpuProgram(GpuProgramType gptype)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype));
- }
- /** @copydoc RenderSystem::bindGpuParams() */
- void bindGpuParams(GpuProgramType gptype, BindableGpuParams& params)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, params));
- }
- /** @copydoc RenderSystem::beginFrame() */
- void beginFrame(void)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr()));
- }
- /** @copydoc RenderSystem::endFrame() */
- void endFrame(void)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, RenderSystem::instancePtr()));
- }
- /** @copydoc RenderSystem::clear() */
- void clear(RenderTargetPtr target, unsigned int buffers, const Color& color = Color::Black, float depth = 1.0f, unsigned short stencil = 0)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::clear, RenderSystem::instancePtr(), target, buffers, color, depth, stencil));
- }
- /** @copydoc RenderSystem::swapBuffers() */
- void swapBuffers(RenderTargetPtr target)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target));
- }
- /** @copydoc RenderSystem::render() */
- void render(const RenderOperation& op)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::render, RenderSystem::instancePtr(), op));
- }
- /** @copydoc RenderSystem::draw() */
- void draw(UINT32 vertexCount)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexCount));
- }
- /** @copydoc RenderSystem::drawIndexed() */
- void drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
- {
- mCommandQueue->queue(boost::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexCount));
- }
- /**
- * @copydoc RenderSystem::writeSubresource()
- *
- * @note Resource is updated with data from "data" parameter when the async operation completes.
- * Until the async operation completes "data" is owned by the core thread and you won't
- * be able to access it.
- */
- AsyncOp writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceData& data)
- {
- data.lock();
- return mCommandQueue->queueReturn(boost::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource, subresourceIdx, boost::cref(data), _1));
- }
- /**
- * @copydoc RenderSystem::writeSubresource()
- *
- * @note "data" parameter is populated with subresource data when the async operation completes.
- * Until the async operation completes "data" is owned by the core thread and you won't
- * be able to access it.
- */
- AsyncOp readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceData& data)
- {
- data.lock();
- return mCommandQueue->queueReturn(boost::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(), resource, subresourceIdx, boost::ref(data), _1));
- }
- void resizeWindow(RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
- {
- mCommandQueue->queue(boost::bind(&RenderWindow::resize, renderWindow.get(), width, height));
- }
- void moveWindow(RenderWindowPtr& renderWindow, INT32 left, INT32 top)
- {
- mCommandQueue->queue(boost::bind(&RenderWindow::move, renderWindow.get(), left, top));
- }
- void startResize(RenderWindowPtr& renderWindow, WindowResizeDirection direction)
- {
- mCommandQueue->queue(boost::bind(&RenderWindow::startResize, renderWindow.get(), direction));
- }
- void endResize(RenderWindowPtr& renderWindow)
- {
- mCommandQueue->queue(boost::bind(&RenderWindow::endResize, renderWindow.get()));
- }
- void startMove(RenderWindowPtr& renderWindow)
- {
- mCommandQueue->queue(boost::bind(&RenderWindow::startMove, renderWindow.get()));
- }
- void endMove(RenderWindowPtr& renderWindow)
- {
- mCommandQueue->queue(boost::bind(&RenderWindow::endMove, renderWindow.get()));
- }
- /**
- * @brief Makes all the currently queued commands available to the core thread. They will be executed
- * as soon as the core thread is ready.
- */
- void submitToCoreThread(bool blockUntilComplete = false)
- {
- Queue<QueuedCommand>::type* commands = mCommandQueue->flush();
- gCoreThread().queueCommand(boost::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
- }
- /**
- * @brief Cancels all commands in the queue.
- */
- void cancelAll()
- {
- mCommandQueue->cancelAll();
- }
- private:
- CommandQueue<CommandQueueSyncPolicy>* mCommandQueue;
- };
- }
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