Add ComputeParticlesTest

Renderer: Add a way to execute commands on the device
This commit is contained in:
SirLynix
2023-01-04 17:57:26 +01:00
committed by Jérôme Leclercq
parent 9e7b98a017
commit e34ba8c05d
13 changed files with 736 additions and 4 deletions

View File

@@ -160,7 +160,7 @@ namespace Nz
void OpenGLCommandBufferBuilder::PostTransferBarrier()
{
/* nothing to do */
m_commandBuffer.InsertMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
}
void OpenGLCommandBufferBuilder::SetScissor(const Recti& scissorRegion)

View File

@@ -4,6 +4,7 @@
#include <Nazara/OpenGLRenderer/OpenGLDevice.hpp>
#include <Nazara/OpenGLRenderer/OpenGLBuffer.hpp>
#include <Nazara/OpenGLRenderer/OpenGLCommandBufferBuilder.hpp>
#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
#include <Nazara/OpenGLRenderer/OpenGLComputePipeline.hpp>
#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.hpp>
@@ -155,6 +156,22 @@ namespace Nz
#endif
}
void OpenGLDevice::Execute(const FunctionRef<void(CommandBufferBuilder& builder)>& callback, QueueType /*queueType*/)
{
const GL::Context* activeContext = GL::Context::GetCurrentContext();
if (!activeContext || activeContext->GetDevice() != this)
{
if (!GL::Context::SetCurrentContext(m_referenceContext.get()))
throw std::runtime_error("failed to activate context");
}
OpenGLCommandBuffer commandBuffer; //< TODO: Use a pool and remove default constructor
OpenGLCommandBufferBuilder builder(commandBuffer);
callback(builder);
commandBuffer.Execute();
}
const RenderDeviceInfo& OpenGLDevice::GetDeviceInfo() const
{
return m_deviceInfo;
@@ -318,4 +335,16 @@ namespace Nz
return false;
}
void OpenGLDevice::WaitForIdle()
{
const GL::Context* activeContext = GL::Context::GetCurrentContext();
if (!activeContext || activeContext->GetDevice() != this)
{
if (!GL::Context::SetCurrentContext(m_referenceContext.get()))
throw std::runtime_error("failed to activate context");
}
m_referenceContext->glFinish();
}
}