1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75
use crate::RenderFeaturePlugin; use rafx_framework::render_features::render_features_prelude::*; use std::sync::Arc; /// An application may implement `RendererThreadPool` to control the degree and method /// of parallelization used for each entry point defined by `RendererThreadPool`. /// /// # Extract /// /// The `extract` step contains the `run_view_visibility_jobs`, `count_render_features_render_objects`, /// `create_extract_jobs`, and `run_extract_jobs` entry points. /// /// # Prepare /// /// The `prepare` step contains the `run_prepare_jobs` and `create_submit_node_blocks` entry points. /// /// # Write /// /// The `write` step is not able to be parallelized in this release. pub trait RendererThreadPool: Sync + Send { /// Each `RenderView` has an associated `ViewVisibilityJob` for calculating visible render objects /// from that `RenderView`. fn run_view_visibility_jobs<'extract>( &mut self, view_visibility_jobs: &[Arc<ViewVisibilityJob>], extract_context: &RenderJobExtractContext<'extract>, ) -> Vec<RenderViewVisibilityQuery>; /// All of the visibility results from `run_view_visibility_jobs` for all of the `RenderView`s /// must be processed to size the `FramePacket` for each `RenderFeature`. fn count_render_features_render_objects<'extract>( &mut self, features: &Vec<Arc<dyn RenderFeaturePlugin>>, extract_context: &RenderJobExtractContext<'extract>, visibility_results: &Vec<RenderViewVisibilityQuery>, ); /// Each `RenderFeature` must populate its `FramePacket` and `ViewPacket`s with the mapping of /// `RenderObjectInstance` and `RenderObjectInstancePerView` for the current frame using the /// visibility results. fn create_extract_jobs<'extract>( &mut self, features: &Vec<Arc<dyn RenderFeaturePlugin>>, extract_context: &RenderJobExtractContext<'extract>, visibility_results: Vec<RenderViewVisibilityQuery>, ) -> Vec<Arc<dyn RenderFeatureExtractJob<'extract> + 'extract>>; /// Each `RenderFeature` uses the `RenderFeatureExtractJob` to copy data from the game world and /// other resources into the `RenderFeature`s `FramePacket`. fn run_extract_jobs<'extract>( &mut self, extract_jobs: &Vec<Arc<dyn RenderFeatureExtractJob<'extract> + 'extract>>, ); /// Each `RenderFeature` uses the `RenderFeaturePrepareJob` to process data from the `FramePacket` /// into the `RenderFeature`s `SubmitPacket`. fn run_prepare_jobs<'prepare>( &mut self, prepare_jobs: &Vec<Arc<dyn RenderFeaturePrepareJob<'prepare> + 'prepare>>, ); /// The output of each `RenderFeature`'s `prepare` step is one or more `SubmitNodeBlock`s containing /// `SubmitNode`s for a particular `View` and `RenderPhase`. This entry point is responsible for /// combining all `SubmitBlock`s across **all** `RenderFeature`s matching a specific `View` and /// `RenderPhase` into a single contiguous `ViewPhaseSubmitNodeBlock` and then sorting all of the /// `SubmitNode`s in that block according to the `RenderPhase`s sort function. fn create_submit_node_blocks<'prepare>( &mut self, render_registry: &RenderRegistry, render_view_submit_nodes: &RenderViewSubmitNodeCount, finished_prepare_jobs: &Vec<Arc<dyn RenderFeaturePrepareJob<'prepare> + 'prepare>>, ) -> SubmitNodeBlocks; fn clone_to_box(&mut self) -> Box<dyn RendererThreadPool>; }