// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - OpenGL Renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include #include #include namespace Nz { void OpenGLCommandBufferBuilder::BeginDebugRegion(const std::string_view& regionName, const Nz::Color& color) { m_commandBuffer.BeginDebugRegion(regionName, color); } void OpenGLCommandBufferBuilder::BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, Nz::Recti /*renderRect*/, const ClearValues* clearValues, std::size_t clearValueCount) { m_commandBuffer.SetFramebuffer(static_cast(framebuffer), static_cast(renderPass), clearValues, clearValueCount); } void OpenGLCommandBufferBuilder::BindIndexBuffer(Nz::AbstractBuffer* indexBuffer, UInt64 offset) { OpenGLBuffer* glBuffer = static_cast(indexBuffer); m_commandBuffer.BindIndexBuffer(glBuffer->GetBuffer().GetObjectId()); } void OpenGLCommandBufferBuilder::BindPipeline(const RenderPipeline& pipeline) { const OpenGLRenderPipeline& glPipeline = static_cast(pipeline); m_commandBuffer.BindPipeline(&glPipeline); } void OpenGLCommandBufferBuilder::BindShaderBinding(const ShaderBinding& binding) { const OpenGLShaderBinding& glBinding = static_cast(binding); m_commandBuffer.BindShaderBinding(&glBinding); } void OpenGLCommandBufferBuilder::BindVertexBuffer(UInt32 binding, Nz::AbstractBuffer* vertexBuffer, UInt64 offset) { OpenGLBuffer* glBuffer = static_cast(vertexBuffer); m_commandBuffer.BindVertexBuffer(binding, glBuffer->GetBuffer().GetObjectId(), offset); } void OpenGLCommandBufferBuilder::CopyBuffer(const RenderBufferView& source, const RenderBufferView& target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset) { OpenGLBuffer& sourceBuffer = *static_cast(source.GetBuffer()); OpenGLBuffer& targetBuffer = *static_cast(target.GetBuffer()); m_commandBuffer.CopyBuffer(sourceBuffer.GetBuffer().GetObjectId(), targetBuffer.GetBuffer().GetObjectId(), size, sourceOffset + source.GetOffset(), targetOffset + target.GetOffset()); } void OpenGLCommandBufferBuilder::CopyBuffer(const UploadPool::Allocation& allocation, const RenderBufferView& target, UInt64 size, UInt64 sourceOffset, UInt64 targetOffset) { OpenGLBuffer& targetBuffer = *static_cast(target.GetBuffer()); m_commandBuffer.CopyBuffer(allocation, targetBuffer.GetBuffer().GetObjectId(), size, sourceOffset, target.GetOffset() + targetOffset); } void OpenGLCommandBufferBuilder::Draw(UInt32 vertexCount, UInt32 instanceCount, UInt32 firstVertex, UInt32 firstInstance) { m_commandBuffer.Draw(vertexCount, instanceCount, firstVertex, firstInstance); } void OpenGLCommandBufferBuilder::DrawIndexed(UInt32 indexCount, UInt32 instanceCount, UInt32 firstVertex, UInt32 firstInstance) { m_commandBuffer.DrawIndexed(indexCount, instanceCount, firstVertex, firstInstance); } void OpenGLCommandBufferBuilder::EndDebugRegion() { m_commandBuffer.EndDebugRegion(); } void OpenGLCommandBufferBuilder::EndRenderPass() { /* nothing to do */ } void OpenGLCommandBufferBuilder::NextSubpass() { /* nothing to do */ } void OpenGLCommandBufferBuilder::PreTransferBarrier() { /* nothing to do */ } void OpenGLCommandBufferBuilder::PostTransferBarrier() { /* nothing to do */ } void OpenGLCommandBufferBuilder::SetScissor(Nz::Recti scissorRegion) { m_commandBuffer.SetScissor(scissorRegion); } void OpenGLCommandBufferBuilder::SetViewport(Nz::Recti viewportRegion) { m_commandBuffer.SetViewport(viewportRegion); } void OpenGLCommandBufferBuilder::TextureBarrier(PipelineStageFlags /*srcStageMask*/, PipelineStageFlags /*dstStageMask*/, MemoryAccessFlags /*srcAccessMask*/, MemoryAccessFlags /*dstAccessMask*/, TextureLayout /*oldLayout*/, TextureLayout /*newLayout*/, const Texture& /*texture*/) { /* nothing to do */ } }