| 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 | }} |