/* * Receive byte. This can be called only from the main thread. * FIXME: per uart buffers. Now we happily mix all uarts together. */ void sc_cmd_push_byte(uint8_t byte) { // If in a middle of blob transfer, store raw data without interpretation chMtxLock(&blob_mtx); if (blob_i < blob_len) { // FIXME: HACK: Assume \n is from the previous command and not // part of the blob if (blob_i == 0 && byte == '\n') { chMtxUnlock(&blob_mtx); return; } if (blob_i+1 >= SC_BLOB_MAX_SIZE) { chDbgAssert(0, "blob_i out of bounds"); chMtxUnlock(&blob_mtx); return; } blob_buf[blob_i++] = byte; if (blob_i % 1024 == 0) { SC_DBG("1K received\r\n"); } if (blob_i == blob_len) { msg_t drdy; // Create and send blob ready notification drdy = sc_event_msg_create_type(SC_EVENT_TYPE_BLOB_AVAILABLE); sc_event_msg_post(drdy, SC_EVENT_MSG_POST_FROM_NORMAL); } } chMtxUnlock(&blob_mtx); // Convert all different types of newlines to single \n if (byte == '\r') { byte = '\n'; } // Do nothing on \n if there's no previous command in the buffer if ((byte == '\n') && (recv_i == 0 || receive_buffer[recv_i - 1] == '\n')) { return; } if (echo) { if (byte == '\n') { SC_LOG_PRINTF("\r\n"); } else { SC_LOG_PRINTF("%c", byte); } } // Store the received character receive_buffer[recv_i] = byte; // Check for full command in the buffer if (byte == '\n') { // Null terminate receive_buffer[recv_i] = '\0'; // Parse the received command parse_command(); // Mark buffer empty recv_i = 0; return; } // Discard all data in buffer if buffer is full. if (++recv_i == SC_CMD_MAX_RECV_BUF_LEN) { // FIXME: increase some overflow stat? recv_i = 0; } }
/** Binds a pipeline-state */ void D3D11GraphicsEngineQueued::BindPipelineState(const PipelineState* state) { D3D11PipelineState* s = (D3D11PipelineState*)state; D3D11PipelineState* b = (D3D11PipelineState*)BoundPipelineStateByThread[GetCurrentThreadId()]; ID3D11DeviceContext* context = GetDeferredContextByThread(); if(!b) b = (D3D11PipelineState*)&DefaultPipelineState; // Bind state if(b->BlendState != s->BlendState) SC_DBG(context->OMSetBlendState(s->BlendState, (float *)&D3DXVECTOR4(0, 0, 0, 0), 0xFFFFFFFF), GothicRendererInfo::SC_BS); if(b->SamplerState != s->SamplerState) SC_DBG(context->PSSetSamplers(0, 1, &s->SamplerState), GothicRendererInfo::SC_SMPL); if(b->DepthStencilState != s->DepthStencilState) SC_DBG(context->OMSetDepthStencilState(s->DepthStencilState, 0), GothicRendererInfo::SC_DSS); if(b->RasterizerState != s->RasterizerState) SC_DBG(context->RSSetState(s->RasterizerState), GothicRendererInfo::SC_RS); // Bind constantbuffers (They are likely to change for every object) if(!s->ConstantBuffersVS.empty() && s->ConstantBuffersVS != b->ConstantBuffersVS)SC_DBG(context->VSSetConstantBuffers(0, s->ConstantBuffersVS.size(), &s->ConstantBuffersVS[0]),GothicRendererInfo::SC_CB); if(!s->ConstantBuffersPS.empty() && s->ConstantBuffersPS != b->ConstantBuffersPS)SC_DBG(context->PSSetConstantBuffers(0, s->ConstantBuffersPS.size(), &s->ConstantBuffersPS[0]),GothicRendererInfo::SC_CB); if(!s->ConstantBuffersHDS.empty() && s->ConstantBuffersHDS != b->ConstantBuffersHDS)SC_DBG(context->HSSetConstantBuffers(0, s->ConstantBuffersHDS.size(), &s->ConstantBuffersHDS[0]),GothicRendererInfo::SC_CB); if(!s->ConstantBuffersHDS.empty() && s->ConstantBuffersHDS != b->ConstantBuffersHDS)SC_DBG(context->DSSetConstantBuffers(0, s->ConstantBuffersHDS.size(), &s->ConstantBuffersHDS[0]),GothicRendererInfo::SC_CB); if(!s->ConstantBuffersGS.empty() && s->ConstantBuffersGS != b->ConstantBuffersGS)SC_DBG(context->GSSetConstantBuffers(0, s->ConstantBuffersGS.size(), &s->ConstantBuffersGS[0]),GothicRendererInfo::SC_CB); // Vertexbuffers UINT off[] = {0,0}; if(memcmp(s->BaseState.VertexBuffers, b->BaseState.VertexBuffers, sizeof(b->BaseState.VertexBuffers)) != 0) SC_DBG(context->IASetVertexBuffers(0, s->VertexBuffers.size(), &s->VertexBuffers[0], s->BaseState.VertexStride, off), GothicRendererInfo::SC_VB); if(!s->StructuredBuffersVS.empty() && memcmp(s->BaseState.StructuredBuffersVS, b->BaseState.StructuredBuffersVS, sizeof(b->BaseState.StructuredBuffersVS)) != 0) SC_DBG(context->VSSetShaderResources(0, 1, &s->StructuredBuffersVS[0]), GothicRendererInfo::SC_VB); if(s->IndexBuffer != b->IndexBuffer) SC_DBG(context->IASetIndexBuffer(s->IndexBuffer, s->BaseState.IndexStride == 4 ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT, 0), GothicRendererInfo::SC_IB); // Shaders if(s->VertexShader != b->VertexShader) SC_DBG(context->VSSetShader(s->VertexShader, NULL, NULL), GothicRendererInfo::SC_VS); if(s->InputLayout != b->InputLayout) SC_DBG(context->IASetInputLayout(s->InputLayout), GothicRendererInfo::SC_IL); if(s->PixelShader != b->PixelShader) SC_DBG(context->PSSetShader(s->PixelShader, NULL, NULL), GothicRendererInfo::SC_PS); if(s->HullShader != b->HullShader) SC_DBG(context->HSSetShader(s->HullShader, NULL, NULL), GothicRendererInfo::SC_HS); if(s->DomainShader != b->DomainShader) SC_DBG(context->DSSetShader(s->DomainShader, NULL, NULL), GothicRendererInfo::SC_DS); if(s->GeometryShader != b->GeometryShader) SC_DBG(context->GSSetShader(s->GeometryShader, NULL, NULL), GothicRendererInfo::SC_GS); // Rendertargets if(memcmp(s->RenderTargetViews, b->RenderTargetViews, sizeof(void*) * s->NumRenderTargetViews) != 0 || s->DepthStencilView != b->DepthStencilView) SC_DBG(context->OMSetRenderTargets(s->NumRenderTargetViews, s->RenderTargetViews, s->DepthStencilView), GothicRendererInfo::SC_RTVDSV); // Textures if(memcmp(s->Textures, b->Textures, sizeof(void*) * s->BaseState.NumTextures) != 0) SC_DBG(context->PSSetShaderResources(0, s->BaseState.NumTextures, s->Textures), GothicRendererInfo::SC_TX); // Primitive topology //Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Replace old state // FIXME: Might not threadsave BoundPipelineStateByThread[GetCurrentThreadId()] = s; }