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