422 lines
16 KiB
C++
422 lines
16 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file graphicsEngine.h
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* @author drose
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* @date 2002-02-24
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*/
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#ifndef GRAPHICSENGINE_H
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#define GRAPHICSENGINE_H
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#include "pandabase.h"
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#include "graphicsWindow.h"
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#include "graphicsBuffer.h"
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#include "frameBufferProperties.h"
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#include "graphicsThreadingModel.h"
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#include "sceneSetup.h"
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#include "pointerTo.h"
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#include "thread.h"
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#include "pmutex.h"
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#include "reMutex.h"
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#include "lightReMutex.h"
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#include "conditionVar.h"
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#include "pStatCollector.h"
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#include "pset.h"
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#include "ordered_vector.h"
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#include "indirectLess.h"
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#include "loader.h"
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#include "referenceCount.h"
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class Pipeline;
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class DisplayRegion;
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class GraphicsPipe;
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class FrameBufferProperties;
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class Texture;
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/**
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* This class is the main interface to controlling the render process. There
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* is typically only one GraphicsEngine in an application, and it synchronizes
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* rendering to all all of the active windows; although it is possible to have
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* multiple GraphicsEngine objects if multiple synchronicity groups are
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* required.
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*
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* The GraphicsEngine is responsible for managing the various cull and draw
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* threads. The application simply calls engine->render_frame() and considers
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* it done.
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*/
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class EXPCL_PANDA_DISPLAY GraphicsEngine : public ReferenceCount {
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PUBLISHED:
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explicit GraphicsEngine(Pipeline *pipeline = nullptr);
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BLOCKING ~GraphicsEngine();
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void set_threading_model(const GraphicsThreadingModel &threading_model);
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GraphicsThreadingModel get_threading_model() const;
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MAKE_PROPERTY(threading_model, get_threading_model, set_threading_model);
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INLINE const ReMutex &get_render_lock() const;
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MAKE_PROPERTY(render_lock, get_render_lock);
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INLINE void set_auto_flip(bool auto_flip);
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INLINE bool get_auto_flip() const;
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MAKE_PROPERTY(auto_flip, get_auto_flip, set_auto_flip);
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INLINE void set_portal_cull(bool value);
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INLINE bool get_portal_cull() const;
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MAKE_PROPERTY(portal_cull, get_portal_cull, set_portal_cull);
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INLINE void set_default_loader(Loader *loader);
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INLINE Loader *get_default_loader() const;
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MAKE_PROPERTY(default_loader, get_default_loader, set_default_loader);
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GraphicsOutput *make_output(GraphicsPipe *pipe,
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const std::string &name, int sort,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags, GraphicsStateGuardian *gsg = nullptr,
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GraphicsOutput *host = nullptr);
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// Syntactic shorthand versions of make_output
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INLINE GraphicsOutput *make_buffer(GraphicsOutput *host,
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const std::string &name, int sort,
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int x_size, int y_size);
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INLINE GraphicsOutput *make_buffer(GraphicsStateGuardian *gsg,
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const std::string &name, int sort,
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int x_size, int y_size);
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INLINE GraphicsOutput *make_parasite(GraphicsOutput *host,
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const std::string &name, int sort,
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int x_size, int y_size);
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bool add_window(GraphicsOutput *window, int sort);
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bool remove_window(GraphicsOutput *window);
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BLOCKING void remove_all_windows();
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void reset_all_windows(bool swapchain);
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bool is_empty() const;
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int get_num_windows() const;
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GraphicsOutput *get_window(int n) const;
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MAKE_SEQ(get_windows, get_num_windows, get_window);
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MAKE_SEQ_PROPERTY(windows, get_num_windows, get_window);
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BLOCKING void render_frame();
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BLOCKING void open_windows();
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BLOCKING void sync_frame();
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BLOCKING void ready_flip();
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BLOCKING void flip_frame();
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bool extract_texture_data(Texture *tex, GraphicsStateGuardian *gsg);
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void dispatch_compute(const LVecBase3i &work_groups,
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const ShaderAttrib *sattr,
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GraphicsStateGuardian *gsg);
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static GraphicsEngine *get_global_ptr();
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public:
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enum ThreadState {
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TS_wait,
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TS_do_frame,
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TS_do_flip,
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TS_do_release,
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TS_do_windows,
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TS_do_compute,
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TS_do_extract,
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TS_do_screenshot,
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TS_terminate,
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TS_done
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};
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void texture_uploaded(Texture *tex);
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PT(Texture) do_get_screenshot(DisplayRegion *region, GraphicsStateGuardian *gsg);
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public:
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static void do_cull(CullHandler *cull_handler, SceneSetup *scene_setup,
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GraphicsStateGuardian *gsg, Thread *current_thread);
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private:
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typedef ov_set< PT(GraphicsOutput), IndirectLess<GraphicsOutput> > Windows;
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typedef pset< PT(GraphicsStateGuardian) > GSGs;
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static bool scene_root_func(const PandaNode *node);
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bool is_scene_root(const PandaNode *node);
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void set_window_sort(GraphicsOutput *window, int sort);
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void cull_and_draw_together(Windows wlist, Thread *current_thread);
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void cull_and_draw_together(GraphicsOutput *win, DisplayRegion *dr,
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Thread *current_thread);
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void cull_to_bins(Windows wlist, Thread *current_thread);
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void cull_to_bins(GraphicsOutput *win, GraphicsStateGuardian *gsg,
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DisplayRegion *dr, SceneSetup *scene_setup,
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CullResult *cull_result, Thread *current_thread);
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void draw_bins(const Windows &wlist, Thread *current_thread);
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void make_contexts(const Windows &wlist, Thread *current_thread);
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void process_events(const Windows &wlist, Thread *current_thread);
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void ready_flip_windows(const Windows &wlist, Thread *current_thread);
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void flip_windows(const Windows &wlist, Thread *current_thread);
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void do_sync_frame(Thread *current_thread);
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void do_ready_flip(Thread *current_thread);
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void do_flip_frame(Thread *current_thread);
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INLINE void close_gsg(GraphicsPipe *pipe, GraphicsStateGuardian *gsg);
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PT(SceneSetup) setup_scene(GraphicsStateGuardian *gsg,
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DisplayRegionPipelineReader *dr);
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void do_draw(GraphicsOutput *win, GraphicsStateGuardian *gsg,
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DisplayRegion *dr, Thread *current_thread);
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void do_add_window(GraphicsOutput *window);
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void do_add_gsg(GraphicsStateGuardian *gsg, GraphicsPipe *pipe);
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void do_remove_window(GraphicsOutput *window, Thread *current_thread);
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void do_resort_windows();
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void terminate_threads(Thread *current_thread);
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void auto_adjust_capabilities(GraphicsStateGuardian *gsg);
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#ifdef DO_PSTATS
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typedef std::map<TypeHandle, PStatCollector> CyclerTypeCounters;
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CyclerTypeCounters _all_cycler_types;
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CyclerTypeCounters _dirty_cycler_types;
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static void pstats_count_cycler_type(TypeHandle type, int count, void *data);
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static void pstats_count_dirty_cycler_type(TypeHandle type, int count, void *data);
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#endif // DO_PSTATS
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static const RenderState *get_invert_polygon_state();
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// The WindowRenderer class records the stages of the pipeline that each
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// thread (including the main thread, a.k.a. "app") should process, and the
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// list of windows for each stage.
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// There is one WindowRenderer instance for app, and another instance for
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// each thread (the thread-specific WindowRenderers are actually instances
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// of RenderThread, below, which inherits from WindowRenderer).
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// The idea is that each window is associated with one or more
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// WindowRenderer objects, according to the threads in which its rendering
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// tasks (window, cull, and draw) are divided into.
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// The "window" task is responsible for doing any updates to the window
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// itself, such as size and placement, and is wholly responsible for any API
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// calls to the windowing system itself, unrelated to OpenGL-type calls.
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// This is normally done in app (the design of X-Windows is such that all X
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// calls must be issued in the same thread).
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// The "cull" task is responsible for crawling through the scene graph and
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// discovering all of the Geoms that are within the viewing frustum. It
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// assembles all such Geoms, along with their computed net state and
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// transform, in a linked list of CullableObjects, which it stores for the
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// "draw" task, next.
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// The "draw" task is responsible for walking through the list of
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// CullableObjects recorded by the cull task, and issuing the appropriate
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// graphics commands to draw them.
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// There is an additional task, not often used, called "cdraw". This task,
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// if activated, will crawl through the scene graph and issue graphics
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// commands immediately, as each Geom is discovered. It is only rarely used
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// because it cannot perform sorting beyond basic scene graph order, making
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// it less useful than a separate cull and draw task.
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// It is possible for all three of the normal tasks: window, cull, and draw,
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// to be handled by the same thread. This is the normal, single-threaded
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// model: all tasks are handled by the app thread. In this case, the window
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// will be added to _app's _window, _cull, and _draw lists.
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/*
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* On the other hand, a window's tasks may also be distributed among as many
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* as three threads. For instance, if the window is listed on _app's _window
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* list, but on thread A's _cull list, and thread B's _draw list, then the
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* window task will be handled in the app thread, while the cull task will be
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* handled by thread A, and the draw task will be handled (in parallel) by
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* thread B. (In order for this to work, it will be necessary that thread A
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* and B are configured to view different stages of the graphics pipeline.
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* This is a more advanced topic than there is room to discuss in this
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* comment.)
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*/
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// Manipulation of the various window lists in each WindowRenderer object is
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// always performed in the app thread. The auxiliary threads are slaves to
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// the app thread, and they can only perform one of a handful of specified
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// tasks, none of which includes adding or removing windows from its lists.
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// The full set of tasks that a WindowRenderer may perform is enumerated in
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// ThreadState, above; see RenderThread::thread_main().
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/*
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* There is a pair of condition variables for each thread, _cv_start and
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* _cv_done, that is used to synchronize requests made by app to a particular
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* thread. The usual procedure to request a thread to perform a particular
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* task is the following: the app thread waits on the thread's _cv_done
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* variable, stores the value corresponding to the desired task in the
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* thread's _thread_state value, then signals the thread's _cv_start variable.
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* The thread, in turn, will perform its requested task, set its _thread_state
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* to TS_wait, and signal _cv_done. See examples in the code, e.g.
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* open_windows(), for more details on this process.
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*/
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// It is of course not necessary to signal any threads in order to perform
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// tasks listed in the _app WindowRenderer. For this object only, we simply
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// call the appropriate methods on _app when we want the tasks to be
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// performed.
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class WindowRenderer {
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public:
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WindowRenderer(const std::string &name);
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void add_gsg(GraphicsStateGuardian *gsg);
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void add_window(Windows &wlist, GraphicsOutput *window);
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void remove_window(GraphicsOutput *window);
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void resort_windows();
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void do_frame(GraphicsEngine *engine, Thread *current_thread);
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void do_windows(GraphicsEngine *engine, Thread *current_thread);
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void do_ready_flip(GraphicsEngine *engine, Thread *current_thread);
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void do_flip(GraphicsEngine *engine, Thread *current_thread);
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void do_release(GraphicsEngine *engine, Thread *current_thread);
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void do_close(GraphicsEngine *engine, Thread *current_thread);
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void do_pending(GraphicsEngine *engine, Thread *current_thread);
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bool any_done_gsgs() const;
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public:
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Windows _cull; // cull stage
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Windows _cdraw; // cull-and-draw-together stage
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Windows _draw; // draw stage
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Windows _window; // window stage, i.e. process windowing events
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// These are not kept sorted.
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Windows _pending_close; // moved from _window, pending close.
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GSGs _gsgs; // draw stage
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LightReMutex _wl_lock;
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};
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class RenderThread : public Thread, public WindowRenderer {
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public:
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RenderThread(const std::string &name, GraphicsEngine *engine);
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virtual void thread_main();
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GraphicsEngine *_engine;
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Mutex _cv_mutex;
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ConditionVar _cv_start;
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ConditionVar _cv_done;
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ThreadState _thread_state;
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// These are stored for extract_texture_data and dispatch_compute.
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GraphicsStateGuardian *_gsg;
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PT(Texture) _texture;
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const RenderState *_state;
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DisplayRegion *_region;
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LVecBase3i _work_groups;
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bool _result;
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};
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WindowRenderer *get_window_renderer(const std::string &name, int pipeline_stage);
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Pipeline *_pipeline;
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Windows _windows;
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bool _windows_sorted;
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// This lock protects the next two fields.
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Mutex _new_windows_lock;
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unsigned int _window_sort_index;
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pvector<PT(GraphicsOutput)> _new_windows;
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WindowRenderer _app;
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typedef pmap<std::string, PT(RenderThread) > Threads;
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Threads _threads;
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GraphicsThreadingModel _threading_model;
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bool _auto_flip;
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bool _portal_enabled; //toggle to portal culling on/off
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PT(Loader) _default_loader;
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enum FlipState {
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FS_draw, // Still drawing.
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FS_sync, // All windows are done drawing.
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FS_flip, // All windows are done drawing and have flipped.
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};
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FlipState _flip_state;
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bool _singular_warning_last_frame;
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bool _singular_warning_this_frame;
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ReMutex _lock;
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ReMutex _public_lock;
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class LoadedTexture {
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public:
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PT(Texture) _tex;
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UpdateSeq _image_modified;
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};
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typedef pvector<LoadedTexture> LoadedTextures;
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LoadedTextures _loaded_textures;
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Mutex _loaded_textures_lock;
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static PT(GraphicsEngine) _global_ptr;
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static PStatCollector _wait_pcollector;
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static PStatCollector _cycle_pcollector;
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static PStatCollector _app_pcollector;
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static PStatCollector _render_frame_pcollector;
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static PStatCollector _do_frame_pcollector;
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static PStatCollector _yield_pcollector;
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static PStatCollector _cull_pcollector;
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static PStatCollector _cull_setup_pcollector;
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static PStatCollector _cull_sort_pcollector;
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static PStatCollector _draw_pcollector;
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static PStatCollector _sync_pcollector;
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static PStatCollector _flip_pcollector;
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static PStatCollector _flip_begin_pcollector;
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static PStatCollector _flip_end_pcollector;
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static PStatCollector _transform_states_pcollector;
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static PStatCollector _transform_states_unused_pcollector;
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static PStatCollector _render_states_pcollector;
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static PStatCollector _render_states_unused_pcollector;
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static PStatCollector _cyclers_pcollector;
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static PStatCollector _dirty_cyclers_pcollector;
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static PStatCollector _delete_pcollector;
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static PStatCollector _sw_sprites_pcollector;
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static PStatCollector _vertex_data_small_pcollector;
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static PStatCollector _vertex_data_independent_pcollector;
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static PStatCollector _vertex_data_pending_pcollector;
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static PStatCollector _vertex_data_resident_pcollector;
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static PStatCollector _vertex_data_compressed_pcollector;
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static PStatCollector _vertex_data_used_disk_pcollector;
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static PStatCollector _vertex_data_unused_disk_pcollector;
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static PStatCollector _cnode_volume_pcollector;
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static PStatCollector _gnode_volume_pcollector;
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static PStatCollector _geom_volume_pcollector;
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static PStatCollector _node_volume_pcollector;
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static PStatCollector _volume_pcollector;
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static PStatCollector _test_pcollector;
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static PStatCollector _volume_polygon_pcollector;
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static PStatCollector _test_polygon_pcollector;
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static PStatCollector _volume_plane_pcollector;
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static PStatCollector _test_plane_pcollector;
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static PStatCollector _volume_sphere_pcollector;
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static PStatCollector _test_sphere_pcollector;
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static PStatCollector _volume_box_pcollector;
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static PStatCollector _test_box_pcollector;
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static PStatCollector _volume_capsule_pcollector;
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static PStatCollector _test_capsule_pcollector;
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static PStatCollector _volume_inv_sphere_pcollector;
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static PStatCollector _test_inv_sphere_pcollector;
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static PStatCollector _volume_geom_pcollector;
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static PStatCollector _test_geom_pcollector;
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static PStatCollector _occlusion_untested_pcollector;
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static PStatCollector _occlusion_passed_pcollector;
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static PStatCollector _occlusion_failed_pcollector;
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static PStatCollector _occlusion_tests_pcollector;
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friend class WindowRenderer;
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friend class GraphicsOutput;
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};
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#include "graphicsEngine.I"
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#endif
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