public IActionResult ResetCounters(int zoneId) { var command = new ResetCounterCommand { ZoneId = zoneId, UserId = UserId }; return(_commandHandler.ExecuteCommand(command, UserId)); }
public static void Run(ref ResetCounterCommand command, ThreadedRenderer threaded, IRenderer renderer) { renderer.ResetCounter(command._type); }
private static void InitLookup() { _lookup[(int)CommandType.Action] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ActionCommand.Run(ref GetCommand <ActionCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CompileShader] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CompileShaderCommand.Run(ref GetCommand <CompileShaderCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CreateBuffer] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CreateBufferCommand.Run(ref GetCommand <CreateBufferCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CreateProgram] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CreateProgramCommand.Run(ref GetCommand <CreateProgramCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CreateSampler] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CreateSamplerCommand.Run(ref GetCommand <CreateSamplerCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CreateSync] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CreateSyncCommand.Run(ref GetCommand <CreateSyncCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CreateTexture] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CreateTextureCommand.Run(ref GetCommand <CreateTextureCommand>(memory), threaded, renderer); _lookup[(int)CommandType.GetCapabilities] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => GetCapabilitiesCommand.Run(ref GetCommand <GetCapabilitiesCommand>(memory), threaded, renderer); _lookup[(int)CommandType.PreFrame] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => PreFrameCommand.Run(ref GetCommand <PreFrameCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ReportCounter] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ReportCounterCommand.Run(ref GetCommand <ReportCounterCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ResetCounter] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ResetCounterCommand.Run(ref GetCommand <ResetCounterCommand>(memory), threaded, renderer); _lookup[(int)CommandType.UpdateCounters] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => UpdateCountersCommand.Run(ref GetCommand <UpdateCountersCommand>(memory), threaded, renderer); _lookup[(int)CommandType.BufferDispose] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => BufferDisposeCommand.Run(ref GetCommand <BufferDisposeCommand>(memory), threaded, renderer); _lookup[(int)CommandType.BufferGetData] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => BufferGetDataCommand.Run(ref GetCommand <BufferGetDataCommand>(memory), threaded, renderer); _lookup[(int)CommandType.BufferSetData] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => BufferSetDataCommand.Run(ref GetCommand <BufferSetDataCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CounterEventDispose] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CounterEventDisposeCommand.Run(ref GetCommand <CounterEventDisposeCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CounterEventFlush] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CounterEventFlushCommand.Run(ref GetCommand <CounterEventFlushCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ProgramDispose] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ProgramDisposeCommand.Run(ref GetCommand <ProgramDisposeCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ProgramGetBinary] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ProgramGetBinaryCommand.Run(ref GetCommand <ProgramGetBinaryCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ProgramCheckLink] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ProgramCheckLinkCommand.Run(ref GetCommand <ProgramCheckLinkCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SamplerDispose] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SamplerDisposeCommand.Run(ref GetCommand <SamplerDisposeCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ShaderDispose] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ShaderDisposeCommand.Run(ref GetCommand <ShaderDisposeCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureCopyTo] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureCopyToCommand.Run(ref GetCommand <TextureCopyToCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureCopyToScaled] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureCopyToScaledCommand.Run(ref GetCommand <TextureCopyToScaledCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureCopyToSlice] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureCopyToSliceCommand.Run(ref GetCommand <TextureCopyToSliceCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureCreateView] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureCreateViewCommand.Run(ref GetCommand <TextureCreateViewCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureGetData] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureGetDataCommand.Run(ref GetCommand <TextureGetDataCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureRelease] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureReleaseCommand.Run(ref GetCommand <TextureReleaseCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureSetData] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureSetDataCommand.Run(ref GetCommand <TextureSetDataCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureSetDataSlice] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureSetDataSliceCommand.Run(ref GetCommand <TextureSetDataSliceCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureSetStorage] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureSetStorageCommand.Run(ref GetCommand <TextureSetStorageCommand>(memory), threaded, renderer); _lookup[(int)CommandType.WindowPresent] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => WindowPresentCommand.Run(ref GetCommand <WindowPresentCommand>(memory), threaded, renderer); _lookup[(int)CommandType.Barrier] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => BarrierCommand.Run(ref GetCommand <BarrierCommand>(memory), threaded, renderer); _lookup[(int)CommandType.BeginTransformFeedback] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => BeginTransformFeedbackCommand.Run(ref GetCommand <BeginTransformFeedbackCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ClearBuffer] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ClearBufferCommand.Run(ref GetCommand <ClearBufferCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ClearRenderTargetColor] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ClearRenderTargetColorCommand.Run(ref GetCommand <ClearRenderTargetColorCommand>(memory), threaded, renderer); _lookup[(int)CommandType.ClearRenderTargetDepthStencil] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => ClearRenderTargetDepthStencilCommand.Run(ref GetCommand <ClearRenderTargetDepthStencilCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CommandBufferBarrier] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CommandBufferBarrierCommand.Run(ref GetCommand <CommandBufferBarrierCommand>(memory), threaded, renderer); _lookup[(int)CommandType.CopyBuffer] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => CopyBufferCommand.Run(ref GetCommand <CopyBufferCommand>(memory), threaded, renderer); _lookup[(int)CommandType.DispatchCompute] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => DispatchComputeCommand.Run(ref GetCommand <DispatchComputeCommand>(memory), threaded, renderer); _lookup[(int)CommandType.Draw] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => DrawCommand.Run(ref GetCommand <DrawCommand>(memory), threaded, renderer); _lookup[(int)CommandType.DrawIndexed] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => DrawIndexedCommand.Run(ref GetCommand <DrawIndexedCommand>(memory), threaded, renderer); _lookup[(int)CommandType.EndHostConditionalRendering] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => EndHostConditionalRenderingCommand.Run(renderer); _lookup[(int)CommandType.EndTransformFeedback] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => EndTransformFeedbackCommand.Run(ref GetCommand <EndTransformFeedbackCommand>(memory), threaded, renderer); _lookup[(int)CommandType.MultiDrawIndirectCount] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => MultiDrawIndirectCountCommand.Run(ref GetCommand <MultiDrawIndirectCountCommand>(memory), threaded, renderer); _lookup[(int)CommandType.MultiDrawIndexedIndirectCount] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => MultiDrawIndexedIndirectCountCommand.Run(ref GetCommand <MultiDrawIndexedIndirectCountCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetAlphaTest] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetAlphaTestCommand.Run(ref GetCommand <SetAlphaTestCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetBlendState] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetBlendStateCommand.Run(ref GetCommand <SetBlendStateCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetDepthBias] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetDepthBiasCommand.Run(ref GetCommand <SetDepthBiasCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetDepthClamp] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetDepthClampCommand.Run(ref GetCommand <SetDepthClampCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetDepthMode] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetDepthModeCommand.Run(ref GetCommand <SetDepthModeCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetDepthTest] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetDepthTestCommand.Run(ref GetCommand <SetDepthTestCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetFaceCulling] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetFaceCullingCommand.Run(ref GetCommand <SetFaceCullingCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetFrontFace] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetFrontFaceCommand.Run(ref GetCommand <SetFrontFaceCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetStorageBuffers] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetStorageBuffersCommand.Run(ref GetCommand <SetStorageBuffersCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetTransformFeedbackBuffers] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetTransformFeedbackBuffersCommand.Run(ref GetCommand <SetTransformFeedbackBuffersCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetUniformBuffers] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetUniformBuffersCommand.Run(ref GetCommand <SetUniformBuffersCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetImage] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetImageCommand.Run(ref GetCommand <SetImageCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetIndexBuffer] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetIndexBufferCommand.Run(ref GetCommand <SetIndexBufferCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetLineParameters] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetLineParametersCommand.Run(ref GetCommand <SetLineParametersCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetLogicOpState] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetLogicOpStateCommand.Run(ref GetCommand <SetLogicOpStateCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetPointParameters] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetPointParametersCommand.Run(ref GetCommand <SetPointParametersCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetPrimitiveRestart] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetPrimitiveRestartCommand.Run(ref GetCommand <SetPrimitiveRestartCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetPrimitiveTopology] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetPrimitiveTopologyCommand.Run(ref GetCommand <SetPrimitiveTopologyCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetProgram] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetProgramCommand.Run(ref GetCommand <SetProgramCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetRasterizerDiscard] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetRasterizerDiscardCommand.Run(ref GetCommand <SetRasterizerDiscardCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetRenderTargetColorMasks] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetRenderTargetColorMasksCommand.Run(ref GetCommand <SetRenderTargetColorMasksCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetRenderTargetScale] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetRenderTargetScaleCommand.Run(ref GetCommand <SetRenderTargetScaleCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetRenderTargets] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetRenderTargetsCommand.Run(ref GetCommand <SetRenderTargetsCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetScissor] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetScissorsCommand.Run(ref GetCommand <SetScissorsCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetStencilTest] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetStencilTestCommand.Run(ref GetCommand <SetStencilTestCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetTextureAndSampler] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetTextureAndSamplerCommand.Run(ref GetCommand <SetTextureAndSamplerCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetUserClipDistance] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetUserClipDistanceCommand.Run(ref GetCommand <SetUserClipDistanceCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetVertexAttribs] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetVertexAttribsCommand.Run(ref GetCommand <SetVertexAttribsCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetVertexBuffers] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetVertexBuffersCommand.Run(ref GetCommand <SetVertexBuffersCommand>(memory), threaded, renderer); _lookup[(int)CommandType.SetViewports] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => SetViewportsCommand.Run(ref GetCommand <SetViewportsCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureBarrier] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureBarrierCommand.Run(ref GetCommand <TextureBarrierCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureBarrierTiled] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureBarrierTiledCommand.Run(ref GetCommand <TextureBarrierTiledCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TryHostConditionalRendering] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TryHostConditionalRenderingCommand.Run(ref GetCommand <TryHostConditionalRenderingCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TryHostConditionalRenderingFlush] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TryHostConditionalRenderingFlushCommand.Run(ref GetCommand <TryHostConditionalRenderingFlushCommand>(memory), threaded, renderer); _lookup[(int)CommandType.UpdateRenderScale] = (Span <byte> memory, ThreadedRenderer threaded, IRenderer renderer) => UpdateRenderScaleCommand.Run(ref GetCommand <UpdateRenderScaleCommand>(memory), threaded, renderer); }