BsCoreThreadAccessor.cpp 10 KB

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  1. #include "BsCoreThreadAccessor.h"
  2. #include "BsCommandQueue.h"
  3. #include "BsRenderSystem.h"
  4. #include "BsBlendState.h"
  5. #include "BsRasterizerState.h"
  6. #include "BsDepthStencilState.h"
  7. #include "BsGpuResourceData.h"
  8. #include "BsVideoModeInfo.h"
  9. #include "BsGpuParams.h"
  10. #include "BsPass.h"
  11. #include "BsMaterial.h"
  12. #include "BsCoreThread.h"
  13. namespace BansheeEngine
  14. {
  15. CoreThreadAccessorBase::CoreThreadAccessorBase(CommandQueueBase* commandQueue)
  16. :mCommandQueue(commandQueue)
  17. {
  18. }
  19. CoreThreadAccessorBase::~CoreThreadAccessorBase()
  20. {
  21. bs_delete(mCommandQueue);
  22. }
  23. void CoreThreadAccessorBase::disableTextureUnit(GpuProgramType gptype, UINT16 texUnit)
  24. {
  25. mCommandQueue->queue(std::bind(&RenderSystem::disableTextureUnit, RenderSystem::instancePtr(), gptype, texUnit));
  26. }
  27. void CoreThreadAccessorBase::setTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr &texPtr)
  28. {
  29. mCommandQueue->queue(std::bind(&RenderSystem::setTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr));
  30. }
  31. void CoreThreadAccessorBase::setLoadStoreTexture(GpuProgramType gptype, UINT16 unit, bool enabled, const TexturePtr& texPtr,
  32. const TextureSurface& surface)
  33. {
  34. mCommandQueue->queue(std::bind(&RenderSystem::setLoadStoreTexture, RenderSystem::instancePtr(), gptype, unit, enabled, texPtr,
  35. surface));
  36. }
  37. void CoreThreadAccessorBase::setSamplerState(GpuProgramType gptype, UINT16 texUnit, const SamplerStatePtr& samplerState)
  38. {
  39. mCommandQueue->queue(std::bind(&RenderSystem::setSamplerState, RenderSystem::instancePtr(), gptype, texUnit, samplerState));
  40. }
  41. void CoreThreadAccessorBase::setBlendState(const BlendStatePtr& blendState)
  42. {
  43. mCommandQueue->queue(std::bind(&RenderSystem::setBlendState, RenderSystem::instancePtr(), blendState));
  44. }
  45. void CoreThreadAccessorBase::setRasterizerState(const RasterizerStatePtr& rasterizerState)
  46. {
  47. mCommandQueue->queue(std::bind(&RenderSystem::setRasterizerState, RenderSystem::instancePtr(), rasterizerState));
  48. }
  49. void CoreThreadAccessorBase::setDepthStencilState(const DepthStencilStatePtr& depthStencilState, UINT32 stencilRefValue)
  50. {
  51. mCommandQueue->queue(std::bind(&RenderSystem::setDepthStencilState, RenderSystem::instancePtr(), depthStencilState, stencilRefValue));
  52. }
  53. void CoreThreadAccessorBase::setViewport(Viewport vp)
  54. {
  55. mCommandQueue->queue(std::bind(&RenderSystem::setViewport, RenderSystem::instancePtr(), vp));
  56. }
  57. void CoreThreadAccessorBase::setDrawOperation(DrawOperationType op)
  58. {
  59. mCommandQueue->queue(std::bind(&RenderSystem::setDrawOperation, RenderSystem::instancePtr(), op));
  60. }
  61. void CoreThreadAccessorBase::setClipPlanes(const PlaneList& clipPlanes)
  62. {
  63. mCommandQueue->queue(std::bind(&RenderSystem::setClipPlanes, RenderSystem::instancePtr(), clipPlanes));
  64. }
  65. void CoreThreadAccessorBase::addClipPlane(const Plane& p)
  66. {
  67. mCommandQueue->queue(std::bind(&RenderSystem::addClipPlane, RenderSystem::instancePtr(), p));
  68. }
  69. void CoreThreadAccessorBase::resetClipPlanes()
  70. {
  71. mCommandQueue->queue(std::bind(&RenderSystem::resetClipPlanes, RenderSystem::instancePtr()));
  72. }
  73. void CoreThreadAccessorBase::setScissorTest(UINT32 left, UINT32 top, UINT32 right, UINT32 bottom)
  74. {
  75. mCommandQueue->queue(std::bind(&RenderSystem::setScissorRect, RenderSystem::instancePtr(), left, top, right, bottom));
  76. }
  77. void CoreThreadAccessorBase::setRenderTarget(RenderTargetPtr target)
  78. {
  79. mCommandQueue->queue(std::bind(&RenderSystem::setRenderTarget, RenderSystem::instancePtr(), target));
  80. }
  81. void CoreThreadAccessorBase::bindGpuProgram(HGpuProgram prg)
  82. {
  83. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuProgram, RenderSystem::instancePtr(), prg));
  84. }
  85. void CoreThreadAccessorBase::unbindGpuProgram(GpuProgramType gptype)
  86. {
  87. mCommandQueue->queue(std::bind(&RenderSystem::unbindGpuProgram, RenderSystem::instancePtr(), gptype));
  88. }
  89. void CoreThreadAccessorBase::bindGpuParams(GpuProgramType gptype, const GpuParamsPtr& params)
  90. {
  91. mCommandQueue->queue(std::bind(&RenderSystem::bindGpuParams, RenderSystem::instancePtr(), gptype, params->_clone(gCoreThread().getFrameAlloc(), true)));
  92. }
  93. void CoreThreadAccessorBase::beginRender()
  94. {
  95. mCommandQueue->queue(std::bind(&RenderSystem::beginFrame, RenderSystem::instancePtr()));
  96. }
  97. void CoreThreadAccessorBase::endRender()
  98. {
  99. mCommandQueue->queue(std::bind(&RenderSystem::endFrame, RenderSystem::instancePtr()));
  100. }
  101. void CoreThreadAccessorBase::clearRenderTarget(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  102. {
  103. mCommandQueue->queue(std::bind(&RenderSystem::clearRenderTarget, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  104. }
  105. void CoreThreadAccessorBase::clearViewport(UINT32 buffers, const Color& color, float depth, UINT16 stencil)
  106. {
  107. mCommandQueue->queue(std::bind(&RenderSystem::clearViewport, RenderSystem::instancePtr(), buffers, color, depth, stencil));
  108. }
  109. void CoreThreadAccessorBase::swapBuffers(RenderTargetPtr target)
  110. {
  111. mCommandQueue->queue(std::bind(&RenderSystem::swapBuffers, RenderSystem::instancePtr(), target));
  112. }
  113. void CoreThreadAccessorBase::render(const MeshBasePtr& mesh, UINT32 indexOffset, UINT32 indexCount, bool useIndices, DrawOperationType drawOp)
  114. {
  115. mCommandQueue->queue(std::bind(&RenderSystem::render, RenderSystem::instancePtr(), mesh, indexOffset, indexCount, useIndices, drawOp));
  116. }
  117. void CoreThreadAccessorBase::draw(UINT32 vertexOffset, UINT32 vertexCount)
  118. {
  119. mCommandQueue->queue(std::bind(&RenderSystem::draw, RenderSystem::instancePtr(), vertexOffset, vertexCount));
  120. }
  121. void CoreThreadAccessorBase::drawIndexed(UINT32 startIndex, UINT32 indexCount, UINT32 vertexOffset, UINT32 vertexCount)
  122. {
  123. mCommandQueue->queue(std::bind(&RenderSystem::drawIndexed, RenderSystem::instancePtr(), startIndex, indexCount, vertexOffset, vertexCount));
  124. }
  125. AsyncOp CoreThreadAccessorBase::writeSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data, bool discardEntireBuffer)
  126. {
  127. data->_lock();
  128. resource->_writeSubresourceSim(subresourceIdx, *data, discardEntireBuffer);
  129. return mCommandQueue->queueReturn(std::bind(&RenderSystem::writeSubresource, RenderSystem::instancePtr(), resource,
  130. subresourceIdx, data, discardEntireBuffer, std::placeholders::_1));
  131. }
  132. AsyncOp CoreThreadAccessorBase::readSubresource(GpuResourcePtr resource, UINT32 subresourceIdx, const GpuResourceDataPtr& data)
  133. {
  134. data->_lock();
  135. return mCommandQueue->queueReturn(std::bind(&RenderSystem::readSubresource, RenderSystem::instancePtr(),
  136. resource, subresourceIdx, data, std::placeholders::_1));
  137. }
  138. void CoreThreadAccessorBase::resizeWindow(const RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  139. {
  140. std::function<void(RenderWindowPtr, UINT32, UINT32)> resizeFunc =
  141. [](RenderWindowPtr renderWindow, UINT32 width, UINT32 height)
  142. {
  143. renderWindow->getCore()->resize(width, height);
  144. };
  145. mCommandQueue->queue(std::bind(resizeFunc, renderWindow, width, height));
  146. }
  147. void CoreThreadAccessorBase::moveWindow(const RenderWindowPtr& renderWindow, INT32 left, INT32 top)
  148. {
  149. std::function<void(RenderWindowPtr, INT32, INT32)> moveFunc =
  150. [](RenderWindowPtr renderWindow, INT32 left, INT32 top)
  151. {
  152. renderWindow->getCore()->move(left, top);
  153. };
  154. mCommandQueue->queue(std::bind(moveFunc, renderWindow, left, top));
  155. }
  156. void CoreThreadAccessorBase::hideWindow(const RenderWindowPtr& renderWindow)
  157. {
  158. std::function<void(RenderWindowPtr)> hideFunc =
  159. [](RenderWindowPtr renderWindow)
  160. {
  161. renderWindow->getCore()->setHidden(true);
  162. };
  163. mCommandQueue->queue(std::bind(hideFunc, renderWindow));
  164. }
  165. void CoreThreadAccessorBase::showWindow(const RenderWindowPtr& renderWindow)
  166. {
  167. std::function<void(RenderWindowPtr)> showFunc =
  168. [](RenderWindowPtr renderWindow)
  169. {
  170. renderWindow->getCore()->setHidden(false);
  171. };
  172. mCommandQueue->queue(std::bind(showFunc, renderWindow));
  173. }
  174. void CoreThreadAccessorBase::setFullscreen(const RenderWindowPtr& renderWindow, UINT32 width, UINT32 height,
  175. float refreshRate, UINT32 monitorIdx)
  176. {
  177. std::function<void(RenderWindowPtr, UINT32, UINT32, float, UINT32)> fullscreenFunc =
  178. [](RenderWindowPtr renderWindow, UINT32 width, UINT32 height, float refreshRate, UINT32 monitorIdx)
  179. {
  180. renderWindow->getCore()->setFullscreen(width, height, refreshRate, monitorIdx);
  181. };
  182. mCommandQueue->queue(std::bind(fullscreenFunc, renderWindow, width, height, refreshRate, monitorIdx));
  183. }
  184. void CoreThreadAccessorBase::setFullscreen(const RenderWindowPtr& renderWindow, const VideoMode& mode)
  185. {
  186. std::function<void(RenderWindowPtr, const VideoMode&)> fullscreenFunc =
  187. [](RenderWindowPtr renderWindow, const VideoMode& mode)
  188. {
  189. renderWindow->getCore()->setFullscreen(mode);
  190. };
  191. mCommandQueue->queue(std::bind(fullscreenFunc, renderWindow, std::cref(mode)));
  192. }
  193. void CoreThreadAccessorBase::setWindowed(const RenderWindowPtr& renderWindow, UINT32 width, UINT32 height)
  194. {
  195. std::function<void(RenderWindowPtr, UINT32, UINT32)> windowedFunc =
  196. [](RenderWindowPtr renderWindow, UINT32 width, UINT32 height)
  197. {
  198. renderWindow->getCore()->setWindowed(width, height);
  199. };
  200. mCommandQueue->queue(std::bind(windowedFunc, renderWindow, width, height));
  201. }
  202. void CoreThreadAccessorBase::setPriority(const RenderTargetPtr& renderTarget, UINT32 priority)
  203. {
  204. std::function<void(RenderTargetPtr, UINT32)> windowedFunc =
  205. [](RenderTargetPtr renderTarget, UINT32 priority)
  206. {
  207. renderTarget->getCore()->setPriority(priority);
  208. };
  209. mCommandQueue->queue(std::bind(windowedFunc, renderTarget, priority));
  210. }
  211. AsyncOp CoreThreadAccessorBase::queueReturnCommand(std::function<void(AsyncOp&)> commandCallback)
  212. {
  213. return mCommandQueue->queueReturn(commandCallback);
  214. }
  215. void CoreThreadAccessorBase::queueCommand(std::function<void()> commandCallback)
  216. {
  217. mCommandQueue->queue(commandCallback);
  218. }
  219. void CoreThreadAccessorBase::submitToCoreThread(bool blockUntilComplete)
  220. {
  221. Queue<QueuedCommand>* commands = mCommandQueue->flush();
  222. gCoreThread().queueCommand(std::bind(&CommandQueueBase::playback, mCommandQueue, commands), blockUntilComplete);
  223. }
  224. void CoreThreadAccessorBase::cancelAll()
  225. {
  226. // Note that this won't free any Frame data allocated for all the canceled commands since
  227. // frame data will only get cleared at frame start
  228. mCommandQueue->cancelAll();
  229. }
  230. }