historical/toontown-classic.git/panda/include/graphicsStateGuardian.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file graphicsStateGuardian.h
* @author drose
* @date 1999-02-02
* @author fperazzi, PandaSE
* @date 2010-05-05
* _max_2d_texture_array_layers on z axis, get_supports_cg_profile)
*/
#ifndef GRAPHICSSTATEGUARDIAN_H
#define GRAPHICSSTATEGUARDIAN_H
#include "pandabase.h"
#include "frameBufferProperties.h"
#include "preparedGraphicsObjects.h"
#include "lens.h"
#include "graphicsStateGuardianBase.h"
#include "graphicsThreadingModel.h"
#include "graphicsPipe.h"
#include "sceneSetup.h"
#include "displayRegion.h"
#include "luse.h"
#include "coordinateSystem.h"
#include "factory.h"
#include "pStatCollector.h"
#include "transformState.h"
#include "renderState.h"
#include "light.h"
#include "planeNode.h"
#include "config_display.h"
#include "geomMunger.h"
#include "geomVertexData.h"
#include "pnotify.h"
#include "pvector.h"
#include "shaderContext.h"
#include "bitMask.h"
#include "texture.h"
#include "occlusionQueryContext.h"
#include "timerQueryContext.h"
#include "loader.h"
#include "shaderAttrib.h"
#include "texGenAttrib.h"
#include "textureAttrib.h"
#include "shaderGenerator.h"
class DrawableRegion;
class GraphicsEngine;
/**
* Encapsulates all the communication with a particular instance of a given
* rendering backend. Tries to guarantee that redundant state-change requests
* are not issued (hence "state guardian").
*
* There will be one of these objects for each different graphics context
* active in the system.
*/
class EXPCL_PANDA_DISPLAY GraphicsStateGuardian : public GraphicsStateGuardianBase {
// Interfaces all GSGs should have
public:
GraphicsStateGuardian(CoordinateSystem internal_coordinate_system,
GraphicsEngine *engine, GraphicsPipe *pipe);
virtual ~GraphicsStateGuardian();
PUBLISHED:
enum ShaderModel {
SM_00,
SM_11,
SM_20,
SM_2X,
SM_30,
SM_40,
SM_50,
SM_51,
};
INLINE void release_all();
INLINE int release_all_textures();
INLINE int release_all_samplers();
INLINE int release_all_geoms();
INLINE int release_all_vertex_buffers();
INLINE int release_all_index_buffers();
INLINE int release_all_shader_buffers();
INLINE void set_active(bool active);
INLINE bool is_active() const;
INLINE bool is_valid() const;
INLINE bool needs_reset() const;
MAKE_PROPERTY(active, is_active, set_active);
MAKE_PROPERTY(valid, is_valid);
INLINE void set_incomplete_render(bool incomplete_render);
virtual INLINE bool get_incomplete_render() const;
virtual INLINE bool get_effective_incomplete_render() const;
MAKE_PROPERTY(incomplete_render, get_incomplete_render, set_incomplete_render);
MAKE_PROPERTY(effective_incomplete_render, get_effective_incomplete_render);
INLINE void set_loader(Loader *loader);
INLINE Loader *get_loader() const;
MAKE_PROPERTY(loader, get_loader, set_loader);
INLINE void set_shader_generator(ShaderGenerator *shader_generator);
INLINE ShaderGenerator *get_shader_generator() const;
MAKE_PROPERTY(shader_generator, get_shader_generator, set_shader_generator);
INLINE GraphicsPipe *get_pipe() const;
GraphicsEngine *get_engine() const;
INLINE const GraphicsThreadingModel &get_threading_model() const;
MAKE_PROPERTY(pipe, get_pipe);
INLINE bool is_hardware() const;
virtual INLINE bool prefers_triangle_strips() const;
virtual INLINE int get_max_vertices_per_array() const;
virtual INLINE int get_max_vertices_per_primitive() const;
INLINE int get_max_texture_stages() const;
virtual INLINE int get_max_texture_dimension() const;
INLINE int get_max_3d_texture_dimension() const;
INLINE int get_max_2d_texture_array_layers() const; //z axis
INLINE int get_max_cube_map_dimension() const;
INLINE int get_max_buffer_texture_size() const;
INLINE bool get_supports_texture_combine() const;
INLINE bool get_supports_texture_saved_result() const;
INLINE bool get_supports_texture_dot3() const;
INLINE bool get_supports_3d_texture() const;
INLINE bool get_supports_2d_texture_array() const;
INLINE bool get_supports_cube_map() const;
INLINE bool get_supports_buffer_texture() const;
INLINE bool get_supports_cube_map_array() const;
INLINE bool get_supports_tex_non_pow2() const;
INLINE bool get_supports_texture_srgb() const;
INLINE bool get_supports_compressed_texture() const;
virtual INLINE bool get_supports_compressed_texture_format(int compression_mode) const;
INLINE int get_max_lights() const;
INLINE int get_max_clip_planes() const;
INLINE int get_max_vertex_transforms() const;
INLINE int get_max_vertex_transform_indices() const;
INLINE bool get_copy_texture_inverted() const;
virtual bool get_supports_multisample() const;
INLINE bool get_supports_generate_mipmap() const;
INLINE bool get_supports_depth_texture() const;
INLINE bool get_supports_depth_stencil() const;
INLINE bool get_supports_luminance_texture() const;
INLINE bool get_supports_shadow_filter() const;
INLINE bool get_supports_sampler_objects() const;
INLINE bool get_supports_basic_shaders() const;
INLINE bool get_supports_geometry_shaders() const;
INLINE bool get_supports_tessellation_shaders() const;
INLINE bool get_supports_compute_shaders() const;
INLINE bool get_supports_glsl() const;
INLINE bool get_supports_hlsl() const;
INLINE bool get_supports_stencil() const;
INLINE bool get_supports_two_sided_stencil() const;
INLINE bool get_supports_geometry_instancing() const;
INLINE bool get_supports_indirect_draw() const;
INLINE bool get_supports_occlusion_query() const;
INLINE bool get_supports_timer_query() const;
INLINE bool get_timer_queries_active() const;
INLINE int get_max_color_targets() const;
INLINE int get_maximum_simultaneous_render_targets() const;
INLINE bool get_supports_dual_source_blending() const;
MAKE_PROPERTY(max_vertices_per_array, get_max_vertices_per_array);
MAKE_PROPERTY(max_vertices_per_primitive, get_max_vertices_per_primitive);
MAKE_PROPERTY(max_texture_stages, get_max_texture_stages);
MAKE_PROPERTY(max_texture_dimension, get_max_texture_dimension);
MAKE_PROPERTY(max_3d_texture_dimension, get_max_3d_texture_dimension);
MAKE_PROPERTY(max_2d_texture_array_layers, get_max_2d_texture_array_layers);
MAKE_PROPERTY(max_cube_map_dimension, get_max_cube_map_dimension);
MAKE_PROPERTY(max_buffer_texture_size, get_max_buffer_texture_size);
MAKE_PROPERTY(supports_texture_combine, get_supports_texture_combine);
MAKE_PROPERTY(supports_texture_saved_result, get_supports_texture_saved_result);
MAKE_PROPERTY(supports_texture_dot3, get_supports_texture_dot3);
MAKE_PROPERTY(supports_3d_texture, get_supports_3d_texture);
MAKE_PROPERTY(supports_2d_texture_array, get_supports_2d_texture_array);
MAKE_PROPERTY(supports_cube_map, get_supports_cube_map);
MAKE_PROPERTY(supports_buffer_texture, get_supports_buffer_texture);
MAKE_PROPERTY(supports_cube_map_array, get_supports_cube_map_array);
MAKE_PROPERTY(supports_tex_non_pow2, get_supports_tex_non_pow2);
MAKE_PROPERTY(supports_texture_srgb, get_supports_texture_srgb);
MAKE_PROPERTY(supports_compressed_texture, get_supports_compressed_texture);
MAKE_PROPERTY(max_lights, get_max_lights);
MAKE_PROPERTY(max_clip_planes, get_max_clip_planes);
MAKE_PROPERTY(max_vertex_transforms, get_max_vertex_transforms);
MAKE_PROPERTY(max_vertex_transform_indices, get_max_vertex_transform_indices);
MAKE_PROPERTY(copy_texture_inverted, get_copy_texture_inverted);
MAKE_PROPERTY(supports_multisample, get_supports_multisample);
MAKE_PROPERTY(supports_generate_mipmap, get_supports_generate_mipmap);
MAKE_PROPERTY(supports_depth_texture, get_supports_depth_texture);
MAKE_PROPERTY(supports_depth_stencil, get_supports_depth_stencil);
MAKE_PROPERTY(supports_luminance_texture, get_supports_luminance_texture);
MAKE_PROPERTY(supports_shadow_filter, get_supports_shadow_filter);
MAKE_PROPERTY(supports_sampler_objects, get_supports_sampler_objects);
MAKE_PROPERTY(supports_basic_shaders, get_supports_basic_shaders);
MAKE_PROPERTY(supports_geometry_shaders, get_supports_geometry_shaders);
MAKE_PROPERTY(supports_tessellation_shaders, get_supports_tessellation_shaders);
MAKE_PROPERTY(supports_compute_shaders, get_supports_compute_shaders);
MAKE_PROPERTY(supports_glsl, get_supports_glsl);
MAKE_PROPERTY(supports_hlsl, get_supports_hlsl);
MAKE_PROPERTY(supports_stencil, get_supports_stencil);
MAKE_PROPERTY(supports_two_sided_stencil, get_supports_two_sided_stencil);
MAKE_PROPERTY(supports_geometry_instancing, get_supports_geometry_instancing);
MAKE_PROPERTY(supports_indirect_draw, get_supports_indirect_draw);
MAKE_PROPERTY(supports_occlusion_query, get_supports_occlusion_query);
MAKE_PROPERTY(supports_timer_query, get_supports_timer_query);
MAKE_PROPERTY(timer_queries_active, get_timer_queries_active);
MAKE_PROPERTY(max_color_targets, get_max_color_targets);
MAKE_PROPERTY(supports_dual_source_blending, get_supports_dual_source_blending);
INLINE ShaderModel get_shader_model() const;
INLINE void set_shader_model(ShaderModel shader_model);
MAKE_PROPERTY(shader_model, get_shader_model, set_shader_model);
virtual int get_supported_geom_rendering() const;
virtual bool get_supports_cg_profile(const std::string &name) const;
INLINE bool get_color_scale_via_lighting() const;
INLINE bool get_alpha_scale_via_texture() const;
INLINE bool get_alpha_scale_via_texture(const TextureAttrib *tex_attrib) const;
INLINE bool get_runtime_color_scale() const;
INLINE static TextureStage *get_alpha_scale_texture_stage();
void set_coordinate_system(CoordinateSystem cs);
INLINE CoordinateSystem get_coordinate_system() const;
virtual CoordinateSystem get_internal_coordinate_system() const;
MAKE_PROPERTY(coordinate_system, get_coordinate_system, set_coordinate_system);
virtual PreparedGraphicsObjects *get_prepared_objects();
MAKE_PROPERTY(prepared_objects, get_prepared_objects);
virtual bool set_gamma(PN_stdfloat gamma);
PN_stdfloat get_gamma() const;
virtual void restore_gamma();
MAKE_PROPERTY(gamma, get_gamma, set_gamma);
INLINE void set_texture_quality_override(Texture::QualityLevel quality_level);
INLINE Texture::QualityLevel get_texture_quality_override() const;
MAKE_PROPERTY(texture_quality_override, get_texture_quality_override,
set_texture_quality_override);
EXTENSION(PyObject *get_prepared_textures() const);
typedef bool TextureCallback(TextureContext *tc, void *callback_arg);
void traverse_prepared_textures(TextureCallback *func, void *callback_arg);
#ifndef NDEBUG
void set_flash_texture(Texture *tex);
void clear_flash_texture();
Texture *get_flash_texture() const;
MAKE_PROPERTY(flash_texture, get_flash_texture, set_flash_texture);
#endif
PUBLISHED:
virtual bool has_extension(const std::string &extension) const;
virtual std::string get_driver_vendor();
virtual std::string get_driver_renderer();
virtual std::string get_driver_version();
virtual int get_driver_version_major();
virtual int get_driver_version_minor();
virtual int get_driver_shader_version_major();
virtual int get_driver_shader_version_minor();
MAKE_PROPERTY(driver_vendor, get_driver_vendor);
MAKE_PROPERTY(driver_renderer, get_driver_renderer);
MAKE_PROPERTY(driver_version, get_driver_version);
MAKE_PROPERTY(driver_version_major, get_driver_version_major);
MAKE_PROPERTY(driver_version_minor, get_driver_version_minor);
MAKE_PROPERTY(driver_shader_version_major, get_driver_shader_version_major);
MAKE_PROPERTY(driver_shader_version_minor, get_driver_shader_version_minor);
bool set_scene(SceneSetup *scene_setup);
virtual SceneSetup *get_scene() const final;
MAKE_PROPERTY(scene, get_scene, set_scene);
public:
virtual TextureContext *prepare_texture(Texture *tex, int view);
virtual bool update_texture(TextureContext *tc, bool force);
virtual void release_texture(TextureContext *tc);
virtual bool extract_texture_data(Texture *tex);
virtual SamplerContext *prepare_sampler(const SamplerState &sampler);
virtual void release_sampler(SamplerContext *sc);
virtual GeomContext *prepare_geom(Geom *geom);
virtual void release_geom(GeomContext *gc);
virtual ShaderContext *prepare_shader(Shader *shader);
virtual void release_shader(ShaderContext *sc);
virtual VertexBufferContext *prepare_vertex_buffer(GeomVertexArrayData *data);
virtual void release_vertex_buffer(VertexBufferContext *vbc);
virtual IndexBufferContext *prepare_index_buffer(GeomPrimitive *data);
virtual void release_index_buffer(IndexBufferContext *ibc);
virtual BufferContext *prepare_shader_buffer(ShaderBuffer *data);
virtual void release_shader_buffer(BufferContext *ibc);
virtual void begin_occlusion_query();
virtual PT(OcclusionQueryContext) end_occlusion_query();
virtual PT(TimerQueryContext) issue_timer_query(int pstats_index);
virtual void dispatch_compute(int size_x, int size_y, int size_z);
virtual PT(GeomMunger) get_geom_munger(const RenderState *state,
Thread *current_thread);
virtual PT(GeomMunger) make_geom_munger(const RenderState *state,
Thread *current_thread);
virtual void set_state_and_transform(const RenderState *state,
const TransformState *transform);
PN_stdfloat compute_distance_to(const LPoint3 &point) const;
virtual void clear(DrawableRegion *clearable);
const LMatrix4 *fetch_specified_value(Shader::ShaderMatSpec &spec, int altered);
const LMatrix4 *fetch_specified_part(Shader::ShaderMatInput input, InternalName *name,
LMatrix4 &t, int index);
const LMatrix4 *fetch_specified_member(const NodePath &np, CPT_InternalName member, LMatrix4 &t);
PT(Texture) fetch_specified_texture(Shader::ShaderTexSpec &spec,
SamplerState &sampler, int &view);
const Shader::ShaderPtrData *fetch_ptr_parameter(const Shader::ShaderPtrSpec& spec);
bool fetch_ptr_parameter(const Shader::ShaderPtrSpec &spec, Shader::ShaderPtrData &data);
virtual void prepare_display_region(DisplayRegionPipelineReader *dr);
virtual void clear_before_callback();
virtual void clear_state_and_transform();
virtual void remove_window(GraphicsOutputBase *window);
virtual CPT(TransformState) calc_projection_mat(const Lens *lens);
virtual bool prepare_lens();
virtual bool begin_frame(Thread *current_thread);
PUBLISHED:
virtual bool begin_scene();
virtual void end_scene();
public:
virtual void end_frame(Thread *current_thread);
void flush_timer_queries();
void set_current_properties(const FrameBufferProperties *properties);
virtual bool depth_offset_decals();
virtual CPT(RenderState) begin_decal_base_first();
virtual CPT(RenderState) begin_decal_nested();
virtual CPT(RenderState) begin_decal_base_second();
virtual void finish_decal();
virtual bool begin_draw_primitives(const GeomPipelineReader *geom_reader,
const GeomVertexDataPipelineReader *data_reader,
bool force);
virtual bool draw_triangles(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_triangles_adj(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_tristrips(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_tristrips_adj(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_trifans(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_patches(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_lines(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_lines_adj(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_linestrips(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_linestrips_adj(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_points(const GeomPrimitivePipelineReader *reader,
bool force);
virtual void end_draw_primitives();
INLINE bool reset_if_new();
INLINE void mark_new();
virtual void reset();
INLINE CPT(TransformState) get_external_transform() const;
INLINE CPT(TransformState) get_internal_transform() const;
RenderBuffer get_render_buffer(int buffer_type, const FrameBufferProperties &prop);
INLINE const DisplayRegion *get_current_display_region() const;
INLINE Lens::StereoChannel get_current_stereo_channel() const;
INLINE int get_current_tex_view_offset() const;
INLINE const Lens *get_current_lens() const;
virtual CPT(TransformState) get_cs_transform_for(CoordinateSystem cs) const;
virtual CPT(TransformState) get_cs_transform() const;
INLINE CPT(TransformState) get_inv_cs_transform() const;
void do_issue_clip_plane();
void do_issue_color();
void do_issue_color_scale();
virtual void do_issue_light();
virtual bool framebuffer_copy_to_texture
(Texture *tex, int view, int z, const DisplayRegion *dr, const RenderBuffer &rb);
virtual bool framebuffer_copy_to_ram
(Texture *tex, int view, int z, const DisplayRegion *dr, const RenderBuffer &rb);
virtual void bind_light(PointLight *light_obj, const NodePath &light,
int light_id);
virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
int light_id);
virtual void bind_light(Spotlight *light_obj, const NodePath &light,
int light_id);
static void create_gamma_table (PN_stdfloat gamma, unsigned short *red_table, unsigned short *green_table, unsigned short *blue_table);
PT(Texture) get_shadow_map(const NodePath &light_np, GraphicsOutputBase *host=nullptr);
PT(Texture) get_dummy_shadow_map(Texture::TextureType texture_type) const;
virtual GraphicsOutput *make_shadow_buffer(LightLensNode *light, Texture *tex, GraphicsOutput *host);
virtual void ensure_generated_shader(const RenderState *state);
#ifdef DO_PSTATS
static void init_frame_pstats();
#endif
protected:
virtual void reissue_transforms();
virtual void enable_lighting(bool enable);
virtual void set_ambient_light(const LColor &color);
virtual void enable_light(int light_id, bool enable);
virtual void begin_bind_lights();
virtual void end_bind_lights();
virtual void enable_clip_planes(bool enable);
virtual void enable_clip_plane(int plane_id, bool enable);
virtual void begin_bind_clip_planes();
virtual void bind_clip_plane(const NodePath &plane, int plane_id);
virtual void end_bind_clip_planes();
void determine_target_texture();
void determine_target_shader();
virtual void free_pointers();
virtual void close_gsg();
void panic_deactivate();
void determine_light_color_scale();
static CPT(RenderState) get_unlit_state();
static CPT(RenderState) get_unclipped_state();
static CPT(RenderState) get_untextured_state();
AsyncFuture *async_reload_texture(TextureContext *tc);
protected:
PT(SceneSetup) _scene_null;
PT(SceneSetup) _scene_setup;
// The current state of the graphics context, as of the last call to
// set_state_and_transform().
CPT(RenderState) _state_rs;
// The desired state of the graphics context, during processing of
// set_state_and_transform().
CPT(RenderState) _target_rs;
// This bitmask contains a 1 bit everywhere that _state_rs has a known
// value. If a bit is 0, the corresponding state must be re-sent. Derived
// GSGs should initialize _inv_state_mask in reset() as a mask of 1's where
// they don't care, and 0's where they do care, about the state.
RenderState::SlotMask _state_mask;
RenderState::SlotMask _inv_state_mask;
// The current transform, as of the last call to set_state_and_transform().
CPT(TransformState) _internal_transform;
// The current TextureAttrib is a special case; we may further restrict it
// (according to graphics cards limits) or extend it (according to
// ColorScaleAttribs in effect) beyond what is specifically requested in the
// scene graph.
CPT(TextureAttrib) _target_texture;
CPT(TextureAttrib) _state_texture;
CPT(TexGenAttrib) _target_tex_gen;
CPT(TexGenAttrib) _state_tex_gen;
// Also, the shader might be the explicitly-requested shader, or it might be
// an auto-generated one.
CPT(ShaderAttrib) _state_shader;
CPT(ShaderAttrib) _target_shader;
// This is set by begin_draw_primitives(), and are only valid between
// begin_draw_primitives() and end_draw_primitives().
const GeomVertexDataPipelineReader *_data_reader;
unsigned int _color_write_mask;
PT(DisplayRegion) _current_display_region;
Lens::StereoChannel _current_stereo_channel;
int _current_tex_view_offset;
CPT(Lens) _current_lens;
CPT(TransformState) _projection_mat;
CPT(TransformState) _projection_mat_inv;
const FrameBufferProperties *_current_properties;
CoordinateSystem _coordinate_system;
CoordinateSystem _internal_coordinate_system;
CPT(TransformState) _cs_transform;
CPT(TransformState) _inv_cs_transform;
LColor _scene_graph_color;
bool _has_scene_graph_color;
bool _transform_stale;
bool _color_blend_involves_color_scale;
bool _texture_involves_color_scale;
bool _vertex_colors_enabled;
bool _lighting_enabled;
bool _clip_planes_enabled;
bool _color_scale_enabled;
LVecBase4 _current_color_scale;
bool _has_material_force_color;
LColor _material_force_color;
LVecBase4 _light_color_scale;
bool _has_texture_alpha_scale;
bool _tex_gen_modifies_mat;
bool _tex_gen_point_sprite;
int _last_max_stage_index;
bool _needs_reset;
bool _is_valid;
bool _closing_gsg;
bool _active;
bool _incomplete_render;
bool _effective_incomplete_render;
PT(Loader) _loader;
PT(PreparedGraphicsObjects) _prepared_objects;
bool _is_hardware;
bool _prefers_triangle_strips;
int _max_vertices_per_array;
int _max_vertices_per_primitive;
int _max_texture_stages;
int _max_texture_dimension;
int _max_3d_texture_dimension;
int _max_2d_texture_array_layers; //on the z axis
int _max_cube_map_dimension;
int _max_buffer_texture_size;
bool _supports_texture_combine;
bool _supports_texture_saved_result;
bool _supports_texture_dot3;
bool _supports_3d_texture;
bool _supports_2d_texture_array;
bool _supports_cube_map;
bool _supports_buffer_texture;
bool _supports_cube_map_array;
bool _supports_tex_non_pow2;
bool _supports_texture_srgb;
bool _supports_compressed_texture;
BitMask32 _compressed_texture_formats;
int _max_lights;
int _max_clip_planes;
int _max_vertex_transforms;
int _max_vertex_transform_indices;
bool _supports_occlusion_query;
PT(OcclusionQueryContext) _current_occlusion_query;
bool _supports_timer_query;
#ifdef DO_PSTATS
int _pstats_gpu_thread;
bool _timer_queries_active;
PStatFrameData _pstats_gpu_data;
int _last_query_frame;
int _last_num_queried;
// double _timer_delta;
typedef pdeque<PT(TimerQueryContext)> TimerQueryQueue;
TimerQueryQueue _pending_timer_queries;
#endif
bool _copy_texture_inverted;
bool _supports_multisample;
bool _supports_generate_mipmap;
bool _supports_depth_texture;
bool _supports_depth_stencil;
bool _supports_luminance_texture;
bool _supports_shadow_filter;
bool _supports_sampler_objects;
bool _supports_basic_shaders;
bool _supports_geometry_shaders;
bool _supports_tessellation_shaders;
bool _supports_compute_shaders;
bool _supports_glsl;
bool _supports_hlsl;
bool _supports_framebuffer_multisample;
bool _supports_framebuffer_blit;
bool _supports_stencil;
bool _supports_stencil_wrap;
bool _supports_two_sided_stencil;
bool _supports_geometry_instancing;
bool _supports_indirect_draw;
int _max_color_targets;
bool _supports_dual_source_blending;
int _supported_geom_rendering;
bool _color_scale_via_lighting;
bool _alpha_scale_via_texture;
bool _runtime_color_scale;
int _stereo_buffer_mask;
ShaderModel _auto_detect_shader_model;
ShaderModel _shader_model;
static PT(TextureStage) _alpha_scale_texture_stage;
Shader::ShaderCaps _shader_caps;
PN_stdfloat _gamma;
Texture::QualityLevel _texture_quality_override;
PT(ShaderGenerator) _shader_generator;
#ifndef NDEBUG
PT(Texture) _flash_texture;
#endif
public:
// Statistics
static PStatCollector _vertex_buffer_switch_pcollector;
static PStatCollector _index_buffer_switch_pcollector;
static PStatCollector _shader_buffer_switch_pcollector;
static PStatCollector _load_vertex_buffer_pcollector;
static PStatCollector _load_index_buffer_pcollector;
static PStatCollector _load_shader_buffer_pcollector;
static PStatCollector _create_vertex_buffer_pcollector;
static PStatCollector _create_index_buffer_pcollector;
static PStatCollector _create_shader_buffer_pcollector;
static PStatCollector _load_texture_pcollector;
static PStatCollector _data_transferred_pcollector;
static PStatCollector _texmgrmem_total_pcollector;
static PStatCollector _texmgrmem_resident_pcollector;
static PStatCollector _primitive_batches_pcollector;
static PStatCollector _primitive_batches_tristrip_pcollector;
static PStatCollector _primitive_batches_trifan_pcollector;
static PStatCollector _primitive_batches_tri_pcollector;
static PStatCollector _primitive_batches_patch_pcollector;
static PStatCollector _primitive_batches_other_pcollector;
static PStatCollector _vertices_tristrip_pcollector;
static PStatCollector _vertices_trifan_pcollector;
static PStatCollector _vertices_tri_pcollector;
static PStatCollector _vertices_patch_pcollector;
static PStatCollector _vertices_other_pcollector;
static PStatCollector _vertices_indexed_tristrip_pcollector;
static PStatCollector _state_pcollector;
static PStatCollector _transform_state_pcollector;
static PStatCollector _texture_state_pcollector;
static PStatCollector _draw_primitive_pcollector;
static PStatCollector _draw_set_state_pcollector;
static PStatCollector _flush_pcollector;
static PStatCollector _compute_dispatch_pcollector;
static PStatCollector _wait_occlusion_pcollector;
static PStatCollector _wait_timer_pcollector;
static PStatCollector _timer_queries_pcollector;
static PStatCollector _command_latency_pcollector;
static PStatCollector _prepare_pcollector;
static PStatCollector _prepare_texture_pcollector;
static PStatCollector _prepare_sampler_pcollector;
static PStatCollector _prepare_geom_pcollector;
static PStatCollector _prepare_shader_pcollector;
static PStatCollector _prepare_vertex_buffer_pcollector;
static PStatCollector _prepare_index_buffer_pcollector;
static PStatCollector _prepare_shader_buffer_pcollector;
// A whole slew of collectors to measure the cost of individual state
// changes. These are disabled by default.
static PStatCollector _draw_set_state_transform_pcollector;
static PStatCollector _draw_set_state_alpha_test_pcollector;
static PStatCollector _draw_set_state_antialias_pcollector;
static PStatCollector _draw_set_state_clip_plane_pcollector;
static PStatCollector _draw_set_state_color_pcollector;
static PStatCollector _draw_set_state_cull_face_pcollector;
static PStatCollector _draw_set_state_depth_offset_pcollector;
static PStatCollector _draw_set_state_depth_test_pcollector;
static PStatCollector _draw_set_state_depth_write_pcollector;
static PStatCollector _draw_set_state_render_mode_pcollector;
static PStatCollector _draw_set_state_rescale_normal_pcollector;
static PStatCollector _draw_set_state_shade_model_pcollector;
static PStatCollector _draw_set_state_blending_pcollector;
static PStatCollector _draw_set_state_shader_pcollector;
static PStatCollector _draw_set_state_shader_parameters_pcollector;
static PStatCollector _draw_set_state_texture_pcollector;
static PStatCollector _draw_set_state_tex_matrix_pcollector;
static PStatCollector _draw_set_state_tex_gen_pcollector;
static PStatCollector _draw_set_state_material_pcollector;
static PStatCollector _draw_set_state_light_pcollector;
static PStatCollector _draw_set_state_stencil_pcollector;
static PStatCollector _draw_set_state_fog_pcollector;
static PStatCollector _draw_set_state_scissor_pcollector;
private:
int _num_lights_enabled;
int _num_clip_planes_enabled;
PT(GraphicsPipe) _pipe;
GraphicsEngine *_engine;
GraphicsThreadingModel _threading_model;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
public:
static void init_type() {
GraphicsStateGuardianBase::init_type();
register_type(_type_handle, "GraphicsStateGuardian",
GraphicsStateGuardianBase::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
friend class GraphicsPipe;
friend class GraphicsWindow;
friend class GraphicsEngine;
};
EXPCL_PANDA_DISPLAY std::ostream &operator << (std::ostream &out, GraphicsStateGuardian::ShaderModel sm);
#include "graphicsStateGuardian.I"
#endif