historical/toontown-classic.git/panda/include/renderState.h
2024-01-16 11:20:27 -06:00

387 lines
14 KiB
C++

/**
* 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 renderState.h
* @author drose
* @date 2002-02-21
*/
#ifndef RENDERSTATE_H
#define RENDERSTATE_H
#include "pandabase.h"
#include "renderAttrib.h"
#include "nodeCachedReferenceCount.h"
#include "pointerTo.h"
#include "pvector.h"
#include "updateSeq.h"
#include "pStatCollector.h"
#include "renderModeAttrib.h"
#include "texMatrixAttrib.h"
#include "geomMunger.h"
#include "weakPointerTo.h"
#include "lightReMutex.h"
#include "lightMutex.h"
#include "deletedChain.h"
#include "simpleHashMap.h"
#include "cacheStats.h"
#include "renderAttribRegistry.h"
class FactoryParams;
class ShaderAttrib;
/**
* This represents a unique collection of RenderAttrib objects that correspond
* to a particular renderable state.
*
* You should not attempt to create or modify a RenderState object directly.
* Instead, call one of the make() functions to create one for you. And
* instead of modifying a RenderState object, create a new one.
*/
class EXPCL_PANDA_PGRAPH RenderState : public NodeCachedReferenceCount {
protected:
RenderState();
private:
RenderState(const RenderState &copy);
public:
virtual ~RenderState();
ALLOC_DELETED_CHAIN(RenderState);
RenderState &operator = (const RenderState &copy) = delete;
typedef RenderAttribRegistry::SlotMask SlotMask;
PUBLISHED:
int compare_to(const RenderState &other) const;
int compare_sort(const RenderState &other) const;
int compare_mask(const RenderState &other, SlotMask compare_mask) const;
INLINE size_t get_hash() const;
INLINE bool is_empty() const;
INLINE bool has_cull_callback() const;
bool cull_callback(CullTraverser *trav, const CullTraverserData &data) const;
INLINE static CPT(RenderState) make_empty();
static CPT(RenderState) make(const RenderAttrib *attrib, int override = 0);
static CPT(RenderState) make(const RenderAttrib *attrib1,
const RenderAttrib *attrib2, int override = 0);
static CPT(RenderState) make(const RenderAttrib *attrib1,
const RenderAttrib *attrib2,
const RenderAttrib *attrib3, int override = 0);
static CPT(RenderState) make(const RenderAttrib *attrib1,
const RenderAttrib *attrib2,
const RenderAttrib *attrib3,
const RenderAttrib *attrib4, int override = 0);
static CPT(RenderState) make(const RenderAttrib *attrib1,
const RenderAttrib *attrib2,
const RenderAttrib *attrib3,
const RenderAttrib *attrib4,
const RenderAttrib *attrib5, int override = 0);
static CPT(RenderState) make(const RenderAttrib * const *attrib,
int num_attribs, int override = 0);
CPT(RenderState) compose(const RenderState *other) const;
CPT(RenderState) invert_compose(const RenderState *other) const;
CPT(RenderState) add_attrib(const RenderAttrib *attrib, int override = 0) const;
CPT(RenderState) set_attrib(const RenderAttrib *attrib) const;
CPT(RenderState) set_attrib(const RenderAttrib *attrib, int override) const;
INLINE CPT(RenderState) remove_attrib(TypeHandle type) const;
CPT(RenderState) remove_attrib(int slot) const;
CPT(RenderState) adjust_all_priorities(int adjustment) const;
INLINE bool has_attrib(TypeHandle type) const;
INLINE bool has_attrib(int slot) const;
INLINE const RenderAttrib *get_attrib(TypeHandle type) const;
ALWAYS_INLINE const RenderAttrib *get_attrib(int slot) const;
INLINE const RenderAttrib *get_attrib_def(int slot) const;
INLINE int get_override(TypeHandle type) const;
INLINE int get_override(int slot) const;
MAKE_MAP_PROPERTY(attribs, has_attrib, get_attrib);
INLINE CPT(RenderState) get_unique() const;
virtual bool unref() const;
INLINE void cache_ref() const;
INLINE bool cache_unref() const;
INLINE void node_ref() const;
INLINE bool node_unref() const;
INLINE size_t get_composition_cache_num_entries() const;
INLINE size_t get_invert_composition_cache_num_entries() const;
INLINE size_t get_composition_cache_size() const;
INLINE const RenderState *get_composition_cache_source(size_t n) const;
INLINE const RenderState *get_composition_cache_result(size_t n) const;
INLINE size_t get_invert_composition_cache_size() const;
INLINE const RenderState *get_invert_composition_cache_source(size_t n) const;
INLINE const RenderState *get_invert_composition_cache_result(size_t n) const;
EXTENSION(PyObject *get_composition_cache() const);
EXTENSION(PyObject *get_invert_composition_cache() const);
void output(std::ostream &out) const;
void write(std::ostream &out, int indent_level) const;
static int get_max_priority();
static int get_num_states();
static int get_num_unused_states();
static int clear_cache();
static void clear_munger_cache();
static int garbage_collect();
static void list_cycles(std::ostream &out);
static void list_states(std::ostream &out);
static bool validate_states();
EXTENSION(static PyObject *get_states());
PUBLISHED:
// These methods are intended for use by low-level code, but they're also
// handy enough to expose to high-level users.
INLINE int get_draw_order() const;
INLINE int get_bin_index() const;
int get_geom_rendering(int geom_rendering) const;
public:
static void bin_removed(int bin_index);
INLINE static void flush_level();
#ifndef CPPPARSER
template<class AttribType>
INLINE bool get_attrib(const AttribType *&attrib) const;
template<class AttribType>
INLINE bool get_attrib(CPT(AttribType) &attrib) const;
template<class AttribType>
INLINE void get_attrib_def(const AttribType *&attrib) const;
template<class AttribType>
INLINE void get_attrib_def(CPT(AttribType) &attrib) const;
#endif // CPPPARSER
private:
INLINE void check_hash() const;
bool validate_filled_slots() const;
INLINE bool do_cache_unref() const;
INLINE bool do_node_unref() const;
INLINE void calc_hash();
void do_calc_hash();
class CompositionCycleDescEntry {
public:
INLINE CompositionCycleDescEntry(const RenderState *obj,
const RenderState *result,
bool inverted);
const RenderState *_obj;
const RenderState *_result;
bool _inverted;
};
typedef pvector<CompositionCycleDescEntry> CompositionCycleDesc;
static CPT(RenderState) return_new(RenderState *state);
static CPT(RenderState) return_unique(RenderState *state);
CPT(RenderState) do_compose(const RenderState *other) const;
CPT(RenderState) do_invert_compose(const RenderState *other) const;
void detect_and_break_cycles();
static bool r_detect_cycles(const RenderState *start_state,
const RenderState *current_state,
int length, UpdateSeq this_seq,
CompositionCycleDesc *cycle_desc);
static bool r_detect_reverse_cycles(const RenderState *start_state,
const RenderState *current_state,
int length, UpdateSeq this_seq,
CompositionCycleDesc *cycle_desc);
void release_new();
void remove_cache_pointers();
void determine_bin_index();
void determine_cull_callback();
void fill_default();
INLINE void set_destructing();
INLINE bool is_destructing() const;
INLINE void consider_update_pstats(int old_referenced_bits) const;
static void update_pstats(int old_referenced_bits, int new_referenced_bits);
public:
static void init_states();
// If this state contains an "auto" ShaderAttrib, then an explicit
// ShaderAttrib will be synthesized by the runtime and stored here. I can't
// declare this as a ShaderAttrib because that would create a circular
// include-file dependency problem. Aaargh.
mutable CPT(RenderAttrib) _generated_shader;
mutable UpdateSeq _generated_shader_seq;
private:
// This mutex protects _states. It also protects any modification to the
// cache, which is encoded in _composition_cache and
// _invert_composition_cache.
static LightReMutex *_states_lock;
typedef SimpleHashMap<const RenderState *, std::nullptr_t, indirect_compare_to_hash<const RenderState *> > States;
static States _states;
static const RenderState *_empty_state;
// This iterator records the entry corresponding to this RenderState object
// in the above global set. We keep the index around so we can remove it
// when the RenderState destructs.
int _saved_entry;
// This data structure manages the job of caching the composition of two
// RenderStates. It's complicated because we have to be sure to remove the
// entry if *either* of the input RenderStates destructs. To implement
// this, we always record Composition entries in pairs, one in each of the
// two involved RenderState objects.
class Composition {
public:
INLINE Composition();
INLINE Composition(const Composition &copy);
// _result is reference counted if and only if it is not the same pointer
// as this.
const RenderState *_result;
};
// The first element of the map is the object we compose with. This is not
// reference counted within this map; instead we store a companion pointer
// in the other object, and remove the references explicitly when either
// object destructs.
typedef SimpleHashMap<const RenderState *, Composition, pointer_hash> CompositionCache;
CompositionCache _composition_cache;
CompositionCache _invert_composition_cache;
// This is here to provide a quick cache of GSG + RenderState -> GeomMunger
// for the cull phase. It is here because it is faster to look up the GSG
// in the RenderState pointer than vice-versa, since there are likely to be
// far fewer GSG's than RenderStates. The code to manage this map lives in
// GraphicsStateGuardian::get_geom_munger().
typedef SimpleHashMap<size_t, PT(GeomMunger), size_t_hash> Mungers;
mutable Mungers _mungers;
mutable int _last_mi;
// Similarly, this is a cache of munged states. This map is managed by
// StateMunger::munge_state().
typedef SimpleHashMap<size_t, WCPT(RenderState), size_t_hash> MungedStates;
mutable MungedStates _munged_states;
// This is used to mark nodes as we visit them to detect cycles.
UpdateSeq _cycle_detect;
static UpdateSeq _last_cycle_detect;
// This keeps track of our current position through the garbage collection
// cycle.
static size_t _garbage_index;
static PStatCollector _cache_update_pcollector;
static PStatCollector _garbage_collect_pcollector;
static PStatCollector _state_compose_pcollector;
static PStatCollector _state_invert_pcollector;
static PStatCollector _state_break_cycles_pcollector;
static PStatCollector _state_validate_pcollector;
static PStatCollector _node_counter;
static PStatCollector _cache_counter;
private:
// This is the actual data within the RenderState: a set of max_slots
// RenderAttribs.
class Attribute {
public:
INLINE Attribute(const RenderAttrib *attrib, int override);
INLINE Attribute(int override = 0);
INLINE Attribute(const Attribute &copy);
INLINE void operator = (const Attribute &copy);
INLINE void set(const RenderAttrib *attrib, int override);
INLINE int compare_to(const Attribute &other) const;
CPT(RenderAttrib) _attrib;
int _override;
};
Attribute _attributes[RenderAttribRegistry::_max_slots];
// We also store a bitmask of the non-NULL attributes in the above array.
// This is redundant, but it is a useful cache.
SlotMask _filled_slots;
// We cache the index to the associated CullBin, if there happens to be a
// CullBinAttrib in the state.
int _bin_index;
int _draw_order;
size_t _hash;
enum Flags {
F_checked_bin_index = 0x000001,
F_checked_cull_callback = 0x000002,
F_has_cull_callback = 0x000004,
F_is_destructing = 0x000008,
F_hash_known = 0x000010,
};
unsigned int _flags;
vector_int *_read_overrides; // Only used during bam reading.
// This mutex protects _flags, and all of the above computed values.
LightMutex _lock;
static CacheStats _cache_stats;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);
virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
static TypedWritable *change_this(TypedWritable *old_ptr, BamReader *manager);
virtual void finalize(BamReader *manager);
protected:
static TypedWritable *make_from_bam(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
NodeCachedReferenceCount::init_type();
register_type(_type_handle, "RenderState",
NodeCachedReferenceCount::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 GraphicsStateGuardian;
friend class RenderAttribRegistry;
friend class Extension<RenderState>;
friend class ShaderGenerator;
friend class StateMunger;
};
// We can safely redefine this as a no-op.
template<>
INLINE void PointerToBase<RenderState>::update_type(To *ptr) {}
INLINE std::ostream &operator << (std::ostream &out, const RenderState &state) {
state.output(out);
return out;
}
#include "renderState.I"
#endif