| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsGLPrerequisites.h" |
| 6 | #include "RenderAPI/BsCommandBuffer.h" |
| 7 | #include "BsGLRenderAPI.h" |
| 8 | |
| 9 | namespace bs { namespace ct |
| 10 | { |
| 11 | /** @addtogroup GL |
| 12 | * @{ |
| 13 | */ |
| 14 | |
| 15 | /** |
| 16 | * Command buffer implementation for OpenGL, which doesn't support multi-threaded command generation. Instead all |
| 17 | * commands are stored in an internal buffer, and then sent to the actual render API when the buffer is executed. |
| 18 | */ |
| 19 | class GLCommandBuffer : public CommandBuffer |
| 20 | { |
| 21 | public: |
| 22 | /** Registers a new command in the command buffer. */ |
| 23 | void queueCommand(const std::function<void()> command); |
| 24 | |
| 25 | /** Appends all commands from the secondary buffer into this command buffer. */ |
| 26 | void appendSecondary(const SPtr<GLCommandBuffer>& secondaryBuffer); |
| 27 | |
| 28 | /** Executes all commands in the command buffer. Not supported on secondary buffer. */ |
| 29 | void executeCommands(); |
| 30 | |
| 31 | /** Removes all commands from the command buffer. */ |
| 32 | void clear(); |
| 33 | |
| 34 | private: |
| 35 | friend class GLCommandBufferManager; |
| 36 | friend class GLRenderAPI; |
| 37 | |
| 38 | GLCommandBuffer(GpuQueueType type, UINT32 deviceIdx, UINT32 queueIdx, bool secondary); |
| 39 | |
| 40 | Vector<std::function<void()>> mCommands; |
| 41 | |
| 42 | DrawOperationType mCurrentDrawOperation = DOT_TRIANGLE_LIST; |
| 43 | }; |
| 44 | |
| 45 | /** @} */ |
| 46 | }} |