using System.Collections.Generic; using System.Runtime.InteropServices; namespace Aiwaz.Contracts { public enum CommandFlags : byte { None = 0x00, SubChainStart = 0x01, // Command will start a new command chain (UseShader for example) SubChainEnd = 0x02, // Command will end a command chain (Render) Unique = 0x04, // Similar commands should not be reduced to one Command StartChain = 0x08, // Command will generate a new command chain EndChain = 0x10, // Command will end the command chain (RenderGeometry for example) FlushChain = 0x20, // Command will end the command chain (RenderGeometry for example) } public class Command { [StructLayout(LayoutKind.Explicit)] public struct CommandInfoUnion { [FieldOffset(0)] public uint RawValue; [FieldOffset(0)] public byte Priority; [FieldOffset(1)] public byte SubPriority; [FieldOffset(2)] public CommandFlags Flags; [FieldOffset(3)] public byte Type; } public Command(ICommandUser argOwner, CommandFlags argFlags, byte argType) : this(argOwner, argFlags, argType, 0, 0) { } public Command(ICommandUser argOwner, CommandFlags argFlags, byte argType, byte argPriority) : this(argOwner, argFlags, argType, argPriority, 0) { } public Command(ICommandUser argOwner, CommandFlags argFlags, byte argType, byte argPriority, byte argSubPriority) { CommandInfo.RawValue = 0; Owner = argOwner; Flags = argFlags; Priority = argPriority; SubPriority = argSubPriority; Type = argType; } public CommandInfoUnion CommandInfo; public byte Priority { get { return CommandInfo.Priority; } set { CommandInfo.Priority = value; } } public byte SubPriority { get { return CommandInfo.SubPriority; } set { CommandInfo.SubPriority = value; } } public CommandFlags Flags { get { return CommandInfo.Flags; } set { CommandInfo.Flags = value; } } public byte Type { get { return CommandInfo.Type; } set { CommandInfo.Type = value; } } public ICommandUser Owner; }; public enum CommandExecuteResult { None, // Execution done, proceed to the next Command RetrySubChain, // Execution should start from a previous "SubChainStart"-flagged Command RetrySubChainSkipHead // Equal to the above result but skips the as "SubChainStart"-flagged Command }; public interface ICommandUser { List Commands { get; } CommandExecuteResult ExecuteCommand(byte argCommandType, ICommandBuffer argCurrentBuffer, int argCurrentPositon); void AssignToRenderCommandNode(IRenderCommandNode argNode); void UnassignFromRenderCommandNode(IRenderCommandNode argNode); // Commands should be applied before all following commands bool IsPreconditionForNextCommands { get; set; } }; public interface ICommandBuffer { void Clear(); void Perform(bool argUseOptimizedList); void Optimize(); void AddChildCommandBuffer(ICommandBuffer argCommandBuffer); void RemoveChildCommandBuffer(ICommandBuffer argCommandBuffer); List BufferedCommands { get; } List ChildCommandBuffers { get; } ICommandBuffer ParentBuffer { get; set; } }; }