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Pipeline.cpp
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#include "Pipeline.h"
#include <sstream>
Pipeline::Stage::Stage(Renderer::Ptr r, Scene::Ptr s, Quad::Ptr q,Setting::Ptr set, Pipeline* p):
mRenderer(r),mScene(s),mQuad(q), mPipeline(p)
{
setSetting(set);
mProfile = r->createProfile();
}
Pipeline::Stage::~Stage()
{
}
void Pipeline::Stage::update(Renderer::Texture2D::Ptr rt)
{
PROFILE(mProfile);
render(rt);
showCost();
}
void Pipeline::Stage::showCost()
{
set(getName(), { {"cost",mProfile.lock()->toString()}, {"type", "stage"} });
}
Pipeline::Pipeline(Renderer::Ptr r, Scene::Ptr s) :
mRenderer(r), mScene(s)
{
mSetting = Setting::Ptr(new Setting());
setSetting(mSetting);
mProfile = r->createProfile();
mQuad = Quad::Ptr(new Quad(r));
}
void Pipeline::pushStage(const std::string& name, Anonymous::DrawCall dc)
{
auto ptr = new Anonymous(mRenderer, mScene,mQuad,mSetting, this, name,dc);
mStages.emplace_back(Stage::Ptr(ptr));
}
void Pipeline::render()
{
PROFILE(mProfile);
for (auto& i : mStages)
i->update(mFrameBuffer);
set("total", { {"cost",mProfile.lock()->toString()}, {"type", "stage"} });
}
void Pipeline::setFrameBuffer(Renderer::Texture2D::Ptr rt)
{
mFrameBuffer = rt;
}
void Pipeline::addShaderResource(const std::string & name, Renderer::ShaderResource::Ptr ptr)
{
mShaderResources[name] = ptr;
}
void Pipeline::addRenderTarget(const std::string & name, Renderer::RenderTarget::Ptr ptr)
{
mRenderTargets[name] = ptr;
}
void Pipeline::addDepthStencil(const std::string & name, Renderer::DepthStencil::Ptr ptr)
{
mDepthStencils[name] = ptr;
}
void Pipeline::addUnorderedAccess(const std::string & name, Renderer::UnorderedAccess::Ptr ptr)
{
mUnorderedAccesses[name] = ptr;
}
void Pipeline::addBuffer(const std::string & name, Renderer::Buffer::Ptr ptr)
{
mBuffers[name] = ptr;
}
void Pipeline::addTexture2D(const std::string & name, Renderer::Texture2D::Ptr ptr)
{
mTexture2Ds[name] = ptr;
}
#define CHECK_EXISTED(C) if (C.find(name) == C.end()) report( name + " is not existed in "#C);
Renderer::ShaderResource::Ptr Pipeline::getShaderResource(const std::string& name)
{
CHECK_EXISTED(mShaderResources)
return mShaderResources[name];
}
Renderer::RenderTarget::Ptr Pipeline::getRenderTarget(const std::string& name)
{
CHECK_EXISTED(mRenderTargets)
return mRenderTargets[name];
}
Renderer::DepthStencil::Ptr Pipeline::getDepthStencil(const std::string& name)
{
CHECK_EXISTED(mDepthStencils)
return mDepthStencils[name];
}
Renderer::UnorderedAccess::Ptr Pipeline::getUnorderedAccess(const std::string& name)
{
CHECK_EXISTED(mUnorderedAccesses)
return mUnorderedAccesses[name];
}
Renderer::Buffer::Ptr Pipeline::getBuffer(const std::string& name)
{
CHECK_EXISTED(mBuffers)
return mBuffers[name];
}
Renderer::Texture2D::Ptr Pipeline::getTexture2D(const std::string & name)
{
CHECK_EXISTED(mTexture2Ds)
return mTexture2Ds[name];
}
void Pipeline::report(const std::string & msg)
{
std::string str = msg + "\n";
OutputDebugStringA("WARN --------------------\n");
OutputDebugStringA(str.c_str());
OutputDebugStringA("-------------------------\n");
MessageBoxA(NULL, msg.c_str(), NULL, NULL);
abort();
}