}
/**
- * @brief Store latest binded RenderGeometry, and help that we can skip duplicated vertex attributes bind.
+ * @brief Store latest bound RenderGeometry, and help that we can skip duplicated vertex attributes bind.
*
* @param[in] geometry Current geometry to be used, or nullptr if render finished
- * @return True if we can reuse latest binded vertex attributes. False otherwise.
+ * @return True if we can reuse latest bound vertex attributes. False otherwise.
*/
-inline bool ReuseLatestBindedVertexAttributes(const Render::Geometry* geometry)
+inline bool ReuseLatestBoundVertexAttributes(const Render::Geometry* geometry)
{
- static const Render::Geometry* gLatestVertexBindedGeometry = nullptr;
- if(gLatestVertexBindedGeometry == geometry)
+ static const Render::Geometry* gLatestVertexBoundGeometry = nullptr;
+ if(gLatestVertexBoundGeometry == geometry)
{
return true;
}
- gLatestVertexBindedGeometry = geometry;
+ gLatestVertexBoundGeometry = geometry;
return false;
}
{
namespace
{
-MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
+MemoryPoolObjectAllocator<Renderer>& GetRenderRendererMemoryPool()
+{
+ static MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
+ return gRenderRendererMemoryPool;
}
+} // namespace
void Renderer::PrepareCommandBuffer()
{
// Reset latest geometry informations, So we can bind the first of geometry.
- ReuseLatestBindedVertexAttributes(nullptr);
+ ReuseLatestBoundVertexAttributes(nullptr);
// todo : Fill here as many caches as we can store for reduce the number of command buffers
}
DepthFunction::Type depthFunction,
StencilParameters& stencilParameters)
{
- void* ptr = gRenderRendererMemoryPool.AllocateRawThreadSafe();
- auto key = gRenderRendererMemoryPool.GetKeyFromPtr(static_cast<Renderer*>(ptr));
+ void* ptr = GetRenderRendererMemoryPool().AllocateRawThreadSafe();
+ auto key = GetRenderRendererMemoryPool().GetKeyFromPtr(static_cast<Renderer*>(ptr));
// Use placement new to construct renderer.
new(ptr) Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
mPipelineCache = &pipelineCache;
}
-Renderer::~Renderer() = default;
+Renderer::~Renderer()
+{
+ // Reset old pipeline
+ mPipelineCache->ResetPipeline(mPipeline);
+}
void Renderer::operator delete(void* ptr)
{
- gRenderRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
+ GetRenderRendererMemoryPool().FreeThreadSafe(static_cast<Renderer*>(ptr));
}
Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
{
- return gRenderRendererMemoryPool.GetPtrFromKey(rendererKey);
+ return GetRenderRendererMemoryPool().GetPtrFromKey(rendererKey);
}
void Renderer::SetGeometry(Render::Geometry* geometry)
bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet
// @todo We should detect this case much earlier to prevent unnecessary work
- // Reuse latest binded vertex attributes location, or Bind buffers to attribute locations.
- if(ReuseLatestBindedVertexAttributes(mGeometry) || mGeometry->BindVertexAttributes(commandBuffer))
+ // Reuse latest bound vertex attributes location, or Bind buffers to attribute locations.
+ if(ReuseLatestBoundVertexAttributes(mGeometry) || mGeometry->BindVertexAttributes(commandBuffer))
{
if(mDrawCommands.empty())
{
else
{
// BindVertexAttributes failed. Reset cached geometry.
- ReuseLatestBindedVertexAttributes(nullptr);
+ ReuseLatestBoundVertexAttributes(nullptr);
}
return drawn;
queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
+ queryInfo.GenerateHash();
+
+ // Reset old pipeline
+ mPipelineCache->ResetPipeline(mPipeline);
+
+ // Find or generate new pipeline.
auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
+ mPipeline = pipelineResult.level2;
+
// should be never null?
return *pipelineResult.pipeline;
}