This setting causes asserts when modifying certain material flags after they are assigned to a node, in case a shader has been generated that uses the materials, which cannot efficiently detect whether the material has changed. However, we already sort of have a (inefficient, but effective) solution for this in TextureStage (see #178) that we could just apply here as well: changing the material attributes after such a shader has been generated could call GraphicsStateGuardianBase::mark_rehash_generated_shaders().
In the future, we should replace the material model with one that does not require shader regeneration for such seemingly trivial property changes.
Fixes#370
This is inefficient because it induces an unnecessary ref()/unref() pair when we just need to move the pointer out of the function. Thanks to 23128e4695, we can now move between related pointer types, making the .p() hack unnecessary.
This comes up when building with DEBUG_THREADS; there is a PipelineCycler created at static init time, and the type tracking in Pipeline won't work properly if the CData's parent's TypeHandle has not yet been initialized.
This renames acquire/release to lock/unlock in order to be compatible with std::lock_guard and std::unique_lock (which will eventually replace the *MutexHolder classes). It will also allow us to typedef MutexImpl to std::mutex later on.
This distinction allows us to better support Python 3, since it will raise exceptions when trying to put arbitrary binary data in a str object.
This also adds some convenience functions for efficiently initializing a Datagram or PTA_uchar from a vector_uchar.
This is designed to sanity-check the buildsystem, ensuring that the
expected BUILDING_ macros are defined at the expected time. It
also helps catch cases where the wrong BUILDING_/EXPCL_ macros
are used.
In particular it seems that decomposition is slow, so the code to handle the transformation of the normal column now tries harder to avoid it, especially in the case of a scale of 1.
Also see #222
This changes behaviour for sRGB textures, which weren't previously converting to the correct color space.
Also add unit tests for storing to PNMImage.
Closes: #212
This introduces AsyncFuture as a new base class of AsyncTask. It's modelled after asyncio's Future class, except that it is thread-safe and you can use result() to block the current thread waiting for the future to finish (of course this is not necessary for use with coroutines).
AsyncFuture should be used for any operation that finishes in the future, to get the benefit of awaitability within coroutines as well as a standard interface for querying status and results of the operation as well as cancelling it. As such, it's been implemented in various places, including texture.prepare() and win.trigger_copy().
Note that AsyncFuture is intended to be used *once*; it cannot be used more than once. As an example of how this works, tex.prepare() will return the same future as long as the prepare isn't complete, but when it is done, subsequent calls to tex.prepare() will return a new future.
Gets rid of properties defined as both MAKE_SEQ_PROPERTY/MAKE_MAP_PROPERTY, which are just a bad idea. Instead, adds a way for map properties to define a separate "keys" interface.
Fixes: #203