CmDeferredRenderContext.cpp 6.5 KB

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  1. #include "CmDeferredRenderContext.h"
  2. #include "CmCommandQueue.h"
  3. #include "CmRenderSystem.h"
  4. #include "CmBlendState.h"
  5. #include "CmRasterizerState.h"
  6. #include "CmDepthStencilState.h"
  7. #include "CmGpuResourceData.h"
  8. #include "CmGpuParams.h"
  9. namespace CamelotFramework
  10. {
  11. DeferredRenderContext::DeferredRenderContext(RenderSystem* rs, CM_THREAD_ID_TYPE threadId)
  12. :mCommandQueue(CM_NEW(CommandQueue, GenAlloc) CommandQueue(threadId))
  13. , mRenderSystem(rs)
  14. {
  15. assert(mRenderSystem != nullptr);
  16. }
  17. DeferredRenderContext::~DeferredRenderContext()
  18. {
  19. CM_DELETE(mCommandQueue, CommandQueue, GenAlloc);
  20. }
  21. void DeferredRenderContext::setViewport(ViewportPtr& vp)
  22. {
  23. mCommandQueue->queue(boost::bind(&RenderSystem::setViewport, mRenderSystem, vp));
  24. }
  25. void DeferredRenderContext::setVertexBuffer(UINT32 index, const VertexBufferPtr& buffer)
  26. {
  27. mCommandQueue->queue(boost::bind(&RenderSystem::setVertexBuffer, mRenderSystem, index, buffer));
  28. }
  29. void DeferredRenderContext::setIndexBuffer(const IndexBufferPtr& buffer)
  30. {
  31. mCommandQueue->queue(boost::bind(&RenderSystem::setIndexBuffer, mRenderSystem, buffer));
  32. }
  33. void DeferredRenderContext::setVertexDeclaration(VertexDeclarationPtr vertexDeclaration)
  34. {
  35. mCommandQueue->queue(boost::bind(&RenderSystem::setVertexDeclaration, mRenderSystem, vertexDeclaration));
  36. }
  37. void DeferredRenderContext::setDrawOperation(DrawOperationType op)
  38. {
  39. mCommandQueue->queue(boost::bind(&RenderSystem::setDrawOperation, mRenderSystem, op));
  40. }
  41. void DeferredRenderContext::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  42. {
  43. mCommandQueue->queue(boost::bind(&RenderSystem::setSamplerState, mRenderSystem, gptype, texUnit, samplerState));
  44. }
  45. void DeferredRenderContext::setBlendState(const BlendStatePtr& blendState)
  46. {
  47. mCommandQueue->queue(boost::bind(&RenderSystem::setBlendState, mRenderSystem, blendState));
  48. }
  49. void DeferredRenderContext::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  50. {
  51. mCommandQueue->queue(boost::bind(&RenderSystem::setRasterizerState, mRenderSystem, rasterizerState));
  52. }
  53. void DeferredRenderContext::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  54. {
  55. mCommandQueue->queue(boost::bind(&RenderSystem::setDepthStencilState, mRenderSystem, depthStencilState, stencilRefValue));
  56. }
  57. void DeferredRenderContext::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr)
  58. {
  59. mCommandQueue->queue(boost::bind(&RenderSystem::setTexture, mRenderSystem, gptype, unit, enabled, texPtr));
  60. }
  61. void DeferredRenderContext::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  62. {
  63. mCommandQueue->queue(boost::bind(&RenderSystem::disableTextureUnit, mRenderSystem, gptype, texUnit));
  64. }
  65. void DeferredRenderContext::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  66. {
  67. mCommandQueue->queue(boost::bind(&RenderSystem::setScissorRect, mRenderSystem, left, top, right, bottom));
  68. }
  69. void DeferredRenderContext::addClipPlane(const Plane &p)
  70. {
  71. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, p));
  72. }
  73. void DeferredRenderContext::addClipPlane(float A, float B, float C, float D)
  74. {
  75. mCommandQueue->queue(boost::bind(&RenderSystem::addClipPlane, mRenderSystem, A, B, C, D));
  76. }
  77. void DeferredRenderContext::setClipPlanes(const PlaneList& clipPlanes)
  78. {
  79. mCommandQueue->queue(boost::bind(&RenderSystem::setClipPlanes, mRenderSystem, clipPlanes));
  80. }
  81. void DeferredRenderContext::resetClipPlanes()
  82. {
  83. mCommandQueue->queue(boost::bind(&RenderSystem::resetClipPlanes, mRenderSystem));
  84. }
  85. void DeferredRenderContext::bindGpuProgram(HGpuProgram prg)
  86. {
  87. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuProgram, mRenderSystem, prg));
  88. }
  89. void DeferredRenderContext::unbindGpuProgram(GpuProgramType gptype)
  90. {
  91. mCommandQueue->queue(boost::bind(&RenderSystem::unbindGpuProgram, mRenderSystem, gptype));
  92. }
  93. void DeferredRenderContext::bindGpuParams(GpuProgramType gptype, BindableGpuParams& params)
  94. {
  95. mCommandQueue->queue(boost::bind(&RenderSystem::bindGpuParams, mRenderSystem, gptype, params));
  96. }
  97. void DeferredRenderContext::setRenderTarget(RenderTargetPtr target)
  98. {
  99. mCommandQueue->queue(boost::bind(&RenderSystem::setRenderTarget, mRenderSystem, target));
  100. }
  101. void DeferredRenderContext::clear(RenderTargetPtr target, unsigned int buffers, const Color& color, float depth, unsigned short stencil)
  102. {
  103. mCommandQueue->queue(boost::bind(&RenderSystem::clear, mRenderSystem, target, buffers, color, depth, stencil));
  104. }
  105. void DeferredRenderContext::beginFrame()
  106. {
  107. mCommandQueue->queue(boost::bind(&RenderSystem::beginFrame, mRenderSystem));
  108. }
  109. void DeferredRenderContext::endFrame()
  110. {
  111. mCommandQueue->queue(boost::bind(&RenderSystem::endFrame, mRenderSystem));
  112. }
  113. void DeferredRenderContext::swapBuffers(RenderTargetPtr target)
  114. {
  115. mCommandQueue->queue(boost::bind(&RenderSystem::swapBuffers, mRenderSystem, target));
  116. }
  117. void DeferredRenderContext::render(const RenderOperation& op)
  118. {
  119. mCommandQueue->queue(boost::bind(&RenderSystem::render, mRenderSystem, op));
  120. }
  121. void DeferredRenderContext::draw(UINT32 vertexCount)
  122. {
  123. mCommandQueue->queue(boost::bind(&RenderSystem::draw, mRenderSystem, vertexCount));
  124. }
  125. void DeferredRenderContext::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexCount)
  126. {
  127. mCommandQueue->queue(boost::bind(&RenderSystem::drawIndexed, mRenderSystem, startIndex, indexCount, vertexCount));
  128. }
  129. AsyncOp DeferredRenderContext::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceData& data)
  130. {
  131. data.lock();
  132. return mCommandQueue->queueReturn(boost::bind(&RenderSystem::writeSubresource, mRenderSystem, resource, subresourceIdx, boost::cref(data), _1));
  133. }
  134. AsyncOp DeferredRenderContext::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, GpuResourceData& data)
  135. {
  136. data.lock();
  137. return mCommandQueue->queueReturn(boost::bind(&RenderSystem::readSubresource, mRenderSystem, resource, subresourceIdx, boost::ref(data), _1));
  138. }
  139. void DeferredRenderContext::submitToGpu()
  140. {
  141. std::queue<CommandQueue::Command>* commands = mCommandQueue->flush();
  142. RenderSystem* rs = RenderSystem::instancePtr();
  143. rs->queueCommand(boost::bind(&CommandQueue::playback, mCommandQueue, commands));
  144. }
  145. void DeferredRenderContext::cancelAll()
  146. {
  147. mCommandQueue->cancelAll();
  148. }
  149. }