/** * 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.cxx * @author drose * @date 2002-02-21 */ #include "renderState.h" #include "transparencyAttrib.h" #include "cullBinAttrib.h" #include "cullBinManager.h" #include "fogAttrib.h" #include "clipPlaneAttrib.h" #include "scissorAttrib.h" #include "transparencyAttrib.h" #include "colorAttrib.h" #include "colorScaleAttrib.h" #include "textureAttrib.h" #include "texGenAttrib.h" #include "shaderAttrib.h" #include "pStatTimer.h" #include "config_pgraph.h" #include "bamReader.h" #include "bamWriter.h" #include "datagramIterator.h" #include "indent.h" #include "compareTo.h" #include "lightReMutexHolder.h" #include "lightMutexHolder.h" #include "thread.h" #include "renderAttribRegistry.h" using std::ostream; LightReMutex *RenderState::_states_lock = nullptr; RenderState::States *RenderState::_states = nullptr; const RenderState *RenderState::_empty_state = nullptr; UpdateSeq RenderState::_last_cycle_detect; size_t RenderState::_garbage_index = 0; PStatCollector RenderState::_cache_update_pcollector("*:State Cache:Update"); PStatCollector RenderState::_garbage_collect_pcollector("*:State Cache:Garbage Collect"); PStatCollector RenderState::_state_compose_pcollector("*:State Cache:Compose State"); PStatCollector RenderState::_state_invert_pcollector("*:State Cache:Invert State"); PStatCollector RenderState::_node_counter("RenderStates:On nodes"); PStatCollector RenderState::_cache_counter("RenderStates:Cached"); PStatCollector RenderState::_state_break_cycles_pcollector("*:State Cache:Break Cycles"); PStatCollector RenderState::_state_validate_pcollector("*:State Cache:Validate"); CacheStats RenderState::_cache_stats; TypeHandle RenderState::_type_handle; /** * Actually, this could be a private constructor, since no one inherits from * RenderState, but gcc gives us a spurious warning if all constructors are * private. */ RenderState:: RenderState() : _flags(0), _lock("RenderState") { if (_states == nullptr) { init_states(); } _saved_entry = -1; _last_mi = -1; _cache_stats.add_num_states(1); _read_overrides = nullptr; _generated_shader = nullptr; #ifdef DO_MEMORY_USAGE MemoryUsage::update_type(this, this); #endif } /** * RenderStates are only meant to be copied internally. */ RenderState:: RenderState(const RenderState ©) : _filled_slots(copy._filled_slots), _flags(0), _lock("RenderState") { // Copy over the attributes. for (int i = 0; i < RenderAttribRegistry::_max_slots; ++i) { _attributes[i] = copy._attributes[i]; } _saved_entry = -1; _last_mi = -1; _cache_stats.add_num_states(1); _read_overrides = nullptr; _generated_shader = nullptr; #ifdef DO_MEMORY_USAGE MemoryUsage::update_type(this, this); #endif } /** * The destructor is responsible for removing the RenderState from the global * set if it is there. */ RenderState:: ~RenderState() { // We'd better not call the destructor twice on a particular object. nassertv(!is_destructing()); set_destructing(); LightReMutexHolder holder(*_states_lock); // unref() should have cleared these. nassertv(_saved_entry == -1); nassertv(_composition_cache.is_empty() && _invert_composition_cache.is_empty()); // If this was true at the beginning of the destructor, but is no longer // true now, probably we've been double-deleted. nassertv(get_ref_count() == 0); _cache_stats.add_num_states(-1); } /** * Provides an arbitrary ordering among all unique RenderStates, so we can * store the essentially different ones in a big set and throw away the rest. * * This method is not needed outside of the RenderState class because all * equivalent RenderState objects are guaranteed to share the same pointer; * thus, a pointer comparison is always sufficient. */ int RenderState:: compare_to(const RenderState &other) const { SlotMask mask = _filled_slots | other._filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { int result = _attributes[slot].compare_to(other._attributes[slot]); if (result != 0) { return result; } mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } return 0; } /** * Returns -1, 0, or 1 according to the relative sorting of these two * RenderStates, with regards to rendering performance, so that "heavier" * RenderAttribs (as defined by RenderAttribRegistry::get_slot_sort()) are * more likely to be grouped together. This is not related to the sorting * order defined by compare_to. */ int RenderState:: compare_sort(const RenderState &other) const { if (this == &other) { // Trivial case. return 0; } RenderAttribRegistry *reg = RenderAttribRegistry::quick_get_global_ptr(); int num_sorted_slots = reg->get_num_sorted_slots(); for (int n = 0; n < num_sorted_slots; ++n) { int slot = reg->get_sorted_slot(n); nassertr((_attributes[slot]._attrib != nullptr) == _filled_slots.get_bit(slot), 0); const RenderAttrib *a = _attributes[slot]._attrib; const RenderAttrib *b = other._attributes[slot]._attrib; if (a != b) { return a < b ? -1 : 1; } } return 0; } /** * This version of compare_to takes a slot mask that indicates which * attributes to include in the comparison. Unlike compare_to, this method * compares the attributes by pointer. */ int RenderState:: compare_mask(const RenderState &other, SlotMask compare_mask) const { SlotMask mask = (_filled_slots | other._filled_slots) & compare_mask; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const RenderAttrib *a = _attributes[slot]._attrib; const RenderAttrib *b = other._attributes[slot]._attrib; if (a != b) { return a < b ? -1 : 1; } mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } return 0; } /** * Calls cull_callback() on each attrib. If any attrib returns false, * interrupts the list and returns false immediately; otherwise, completes the * list and returns true. */ bool RenderState:: cull_callback(CullTraverser *trav, const CullTraverserData &data) const { SlotMask mask = _filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &attrib = _attributes[slot]; nassertr(attrib._attrib != nullptr, false); if (!attrib._attrib->cull_callback(trav, data)) { return false; } mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } return true; } /** * Returns a RenderState with one attribute set. */ CPT(RenderState) RenderState:: make(const RenderAttrib *attrib, int override) { RenderState *state = new RenderState; int slot = attrib->get_slot(); state->_attributes[slot].set(attrib, override); state->_filled_slots.set_bit(slot); return return_new(state); } /** * Returns a RenderState with two attributes set. */ CPT(RenderState) RenderState:: make(const RenderAttrib *attrib1, const RenderAttrib *attrib2, int override) { RenderState *state = new RenderState; state->_attributes[attrib1->get_slot()].set(attrib1, override); state->_attributes[attrib2->get_slot()].set(attrib2, override); state->_filled_slots.set_bit(attrib1->get_slot()); state->_filled_slots.set_bit(attrib2->get_slot()); return return_new(state); } /** * Returns a RenderState with three attributes set. */ CPT(RenderState) RenderState:: make(const RenderAttrib *attrib1, const RenderAttrib *attrib2, const RenderAttrib *attrib3, int override) { RenderState *state = new RenderState; state->_attributes[attrib1->get_slot()].set(attrib1, override); state->_attributes[attrib2->get_slot()].set(attrib2, override); state->_attributes[attrib3->get_slot()].set(attrib3, override); state->_filled_slots.set_bit(attrib1->get_slot()); state->_filled_slots.set_bit(attrib2->get_slot()); state->_filled_slots.set_bit(attrib3->get_slot()); return return_new(state); } /** * Returns a RenderState with four attributes set. */ CPT(RenderState) RenderState:: make(const RenderAttrib *attrib1, const RenderAttrib *attrib2, const RenderAttrib *attrib3, const RenderAttrib *attrib4, int override) { RenderState *state = new RenderState; state->_attributes[attrib1->get_slot()].set(attrib1, override); state->_attributes[attrib2->get_slot()].set(attrib2, override); state->_attributes[attrib3->get_slot()].set(attrib3, override); state->_attributes[attrib4->get_slot()].set(attrib4, override); state->_filled_slots.set_bit(attrib1->get_slot()); state->_filled_slots.set_bit(attrib2->get_slot()); state->_filled_slots.set_bit(attrib3->get_slot()); state->_filled_slots.set_bit(attrib4->get_slot()); return return_new(state); } /** * Returns a RenderState with five attributes set. */ CPT(RenderState) RenderState:: make(const RenderAttrib *attrib1, const RenderAttrib *attrib2, const RenderAttrib *attrib3, const RenderAttrib *attrib4, const RenderAttrib *attrib5, int override) { RenderState *state = new RenderState; state->_attributes[attrib1->get_slot()].set(attrib1, override); state->_attributes[attrib2->get_slot()].set(attrib2, override); state->_attributes[attrib3->get_slot()].set(attrib3, override); state->_attributes[attrib4->get_slot()].set(attrib4, override); state->_attributes[attrib5->get_slot()].set(attrib5, override); state->_filled_slots.set_bit(attrib1->get_slot()); state->_filled_slots.set_bit(attrib2->get_slot()); state->_filled_slots.set_bit(attrib3->get_slot()); state->_filled_slots.set_bit(attrib4->get_slot()); state->_filled_slots.set_bit(attrib5->get_slot()); return return_new(state); } /** * Returns a RenderState with n attributes set. */ CPT(RenderState) RenderState:: make(const RenderAttrib * const *attrib, int num_attribs, int override) { if (num_attribs == 0) { return _empty_state; } RenderState *state = new RenderState; for (int i = 0; i < num_attribs; i++) { int slot = attrib[i]->get_slot(); state->_attributes[slot].set(attrib[i], override); state->_filled_slots.set_bit(slot); } return return_new(state); } /** * Returns a new RenderState object that represents the composition of this * state with the other state. * * The result of this operation is cached, and will be retained as long as * both this RenderState object and the other RenderState object continue to * exist. Should one of them destruct, the cached entry will be removed, and * its pointer will be allowed to destruct as well. */ CPT(RenderState) RenderState:: compose(const RenderState *other) const { // This method isn't strictly const, because it updates the cache, but we // pretend that it is because it's only a cache which is transparent to the // rest of the interface. // We handle empty state (identity) as a trivial special case. if (is_empty()) { return other; } if (other->is_empty()) { return this; } if (!state_cache) { return do_compose(other); } LightReMutexHolder holder(*_states_lock); // Is this composition already cached? int index = _composition_cache.find(other); if (index != -1) { Composition &comp = ((RenderState *)this)->_composition_cache.modify_data(index); if (comp._result == nullptr) { // Well, it wasn't cached already, but we already had an entry (probably // created for the reverse direction), so use the same entry to store // the new result. CPT(RenderState) result = do_compose(other); comp._result = result; if (result != (const RenderState *)this) { // See the comments below about the need to up the reference count // only when the result is not the same as this. result->cache_ref(); } } // Here's the cache! _cache_stats.inc_hits(); return comp._result; } _cache_stats.inc_misses(); // We need to make a new cache entry, both in this object and in the other // object. We make both records so the other RenderState object will know // to delete the entry from this object when it destructs, and vice-versa. // The cache entry in this object is the only one that indicates the result; // the other will be NULL for now. CPT(RenderState) result = do_compose(other); _cache_stats.add_total_size(1); _cache_stats.inc_adds(_composition_cache.is_empty()); ((RenderState *)this)->_composition_cache[other]._result = result; if (other != this) { _cache_stats.add_total_size(1); _cache_stats.inc_adds(other->_composition_cache.is_empty()); ((RenderState *)other)->_composition_cache[this]._result = nullptr; } if (result != (const RenderState *)this) { // If the result of compose() is something other than this, explicitly // increment the reference count. We have to be sure to decrement it // again later, when the composition entry is removed from the cache. result->cache_ref(); // (If the result was just this again, we still store the result, but we // don't increment the reference count, since that would be a self- // referential leak.) } _cache_stats.maybe_report("RenderState"); return result; } /** * Returns a new RenderState object that represents the composition of this * state's inverse with the other state. * * This is similar to compose(), but is particularly useful for computing the * relative state of a node as viewed from some other node. */ CPT(RenderState) RenderState:: invert_compose(const RenderState *other) const { // This method isn't strictly const, because it updates the cache, but we // pretend that it is because it's only a cache which is transparent to the // rest of the interface. // We handle empty state (identity) as a trivial special case. if (is_empty()) { return other; } // Unlike compose(), the case of other->is_empty() is not quite as trivial // for invert_compose(). if (other == this) { // a->invert_compose(a) always produces identity. return _empty_state; } if (!state_cache) { return do_invert_compose(other); } LightReMutexHolder holder(*_states_lock); // Is this composition already cached? int index = _invert_composition_cache.find(other); if (index != -1) { Composition &comp = ((RenderState *)this)->_invert_composition_cache.modify_data(index); if (comp._result == nullptr) { // Well, it wasn't cached already, but we already had an entry (probably // created for the reverse direction), so use the same entry to store // the new result. CPT(RenderState) result = do_invert_compose(other); comp._result = result; if (result != (const RenderState *)this) { // See the comments below about the need to up the reference count // only when the result is not the same as this. result->cache_ref(); } } // Here's the cache! _cache_stats.inc_hits(); return comp._result; } _cache_stats.inc_misses(); // We need to make a new cache entry, both in this object and in the other // object. We make both records so the other RenderState object will know // to delete the entry from this object when it destructs, and vice-versa. // The cache entry in this object is the only one that indicates the result; // the other will be NULL for now. CPT(RenderState) result = do_invert_compose(other); _cache_stats.add_total_size(1); _cache_stats.inc_adds(_invert_composition_cache.is_empty()); ((RenderState *)this)->_invert_composition_cache[other]._result = result; if (other != this) { _cache_stats.add_total_size(1); _cache_stats.inc_adds(other->_invert_composition_cache.is_empty()); ((RenderState *)other)->_invert_composition_cache[this]._result = nullptr; } if (result != (const RenderState *)this) { // If the result of compose() is something other than this, explicitly // increment the reference count. We have to be sure to decrement it // again later, when the composition entry is removed from the cache. result->cache_ref(); // (If the result was just this again, we still store the result, but we // don't increment the reference count, since that would be a self- // referential leak.) } return result; } /** * Returns a new RenderState object that represents the same as the source * state, with the new RenderAttrib added. If there is already a RenderAttrib * with the same type, it is replaced (unless the override is lower). */ CPT(RenderState) RenderState:: add_attrib(const RenderAttrib *attrib, int override) const { int slot = attrib->get_slot(); if (_filled_slots.get_bit(slot) && _attributes[slot]._override > override) { // The existing attribute overrides. return this; } // The new attribute replaces. RenderState *new_state = new RenderState(*this); new_state->_attributes[slot].set(attrib, override); new_state->_filled_slots.set_bit(slot); return return_new(new_state); } /** * Returns a new RenderState object that represents the same as the source * state, with the new RenderAttrib added. If there is already a RenderAttrib * with the same type, it is replaced unconditionally. The override is not * changed. */ CPT(RenderState) RenderState:: set_attrib(const RenderAttrib *attrib) const { RenderState *new_state = new RenderState(*this); int slot = attrib->get_slot(); new_state->_attributes[slot]._attrib = attrib; new_state->_filled_slots.set_bit(slot); return return_new(new_state); } /** * Returns a new RenderState object that represents the same as the source * state, with the new RenderAttrib added. If there is already a RenderAttrib * with the same type, it is replaced unconditionally. The override is also * replaced unconditionally. */ CPT(RenderState) RenderState:: set_attrib(const RenderAttrib *attrib, int override) const { RenderState *new_state = new RenderState(*this); int slot = attrib->get_slot(); new_state->_attributes[slot].set(attrib, override); new_state->_filled_slots.set_bit(slot); return return_new(new_state); } /** * Returns a new RenderState object that represents the same as the source * state, with the indicated RenderAttrib removed. */ CPT(RenderState) RenderState:: remove_attrib(int slot) const { if (_attributes[slot]._attrib == nullptr) { // Already removed. return this; } // Will this bring us down to the empty state? if (_filled_slots.get_num_on_bits() == 1) { return _empty_state; } RenderState *new_state = new RenderState(*this); new_state->_attributes[slot].set(nullptr, 0); new_state->_filled_slots.clear_bit(slot); return return_new(new_state); } /** * Returns a new RenderState object that represents the same as the source * state, with all attributes' override values incremented (or decremented, if * negative) by the indicated amount. If the override would drop below zero, * it is set to zero. */ CPT(RenderState) RenderState:: adjust_all_priorities(int adjustment) const { RenderState *new_state = new RenderState(*this); SlotMask mask = _filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { Attribute &attrib = new_state->_attributes[slot]; nassertr(attrib._attrib != nullptr, this); attrib._override = std::max(attrib._override + adjustment, 0); mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } return return_new(new_state); } /** * This method overrides ReferenceCount::unref() to check whether the * remaining reference count is entirely in the cache, and if so, it checks * for and breaks a cycle in the cache involving this object. This is * designed to prevent leaks from cyclical references within the cache. */ bool RenderState:: unref() const { if (garbage_collect_states || !state_cache) { // If we're not using the cache at all, or if we're relying on garbage // collection, just allow the pointer to unref normally. return ReferenceCount::unref(); } // Here is the normal refcounting case, with a normal cache, and without // garbage collection in effect. In this case we will pull the object out // of the cache when its reference count goes to 0. // We always have to grab the lock, since we will definitely need to be // holding it if we happen to drop the reference count to 0. Having to grab // the lock at every call to unref() is a big limiting factor on // parallelization. LightReMutexHolder holder(*_states_lock); if (auto_break_cycles && uniquify_states) { if (get_cache_ref_count() > 0 && get_ref_count() == get_cache_ref_count() + 1) { // If we are about to remove the one reference that is not in the cache, // leaving only references in the cache, then we need to check for a // cycle involving this RenderState and break it if it exists. ((RenderState *)this)->detect_and_break_cycles(); } } if (ReferenceCount::unref()) { // The reference count is still nonzero. return true; } // The reference count has just reached zero. Make sure the object is // removed from the global object pool, before anyone else finds it and // tries to ref it. ((RenderState *)this)->release_new(); ((RenderState *)this)->remove_cache_pointers(); return false; } /** * */ void RenderState:: output(ostream &out) const { out << "S:"; if (is_empty()) { out << "(empty)"; } else { out << "("; const char *sep = ""; SlotMask mask = _filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &attrib = _attributes[slot]; nassertv(attrib._attrib != nullptr); out << sep << attrib._attrib->get_type(); sep = " "; mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } out << ")"; } } /** * */ void RenderState:: write(ostream &out, int indent_level) const { if (is_empty()) { indent(out, indent_level) << "(empty)\n"; } SlotMask mask = _filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &attrib = _attributes[slot]; nassertv(attrib._attrib != nullptr); attrib._attrib->write(out, indent_level); mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } } /** * Returns the maximum priority number (sometimes called override) that may be * set on any node. This may or may not be enforced, but the scene graph code * assumes that no priority numbers will be larger than this, and some effects * may not work properly if you use a larger number. */ int RenderState:: get_max_priority() { return 1000000000; } /** * Returns the total number of unique RenderState objects allocated in the * world. This will go up and down during normal operations. */ int RenderState:: get_num_states() { if (_states == nullptr) { return 0; } LightReMutexHolder holder(*_states_lock); return _states->get_num_entries(); } /** * Returns the total number of RenderState objects that have been allocated * but have no references outside of the internal RenderState cache. * * A nonzero return value is not necessarily indicative of leaked references; * it is normal for two RenderState objects, both of which have references * held outside the cache, to have to result of their composition stored * within the cache. This result will be retained within the cache until one * of the base RenderStates is released. * * Use list_cycles() to get an idea of the number of actual "leaked" * RenderState objects. */ int RenderState:: get_num_unused_states() { if (_states == nullptr) { return 0; } LightReMutexHolder holder(*_states_lock); // First, we need to count the number of times each RenderState object is // recorded in the cache. typedef pmap StateCount; StateCount state_count; size_t size = _states->get_num_entries(); for (size_t si = 0; si < size; ++si) { const RenderState *state = _states->get_key(si); size_t i; size_t cache_size = state->_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *result = state->_composition_cache.get_data(i)._result; if (result != nullptr && result != state) { // Here's a RenderState that's recorded in the cache. Count it. std::pair ir = state_count.insert(StateCount::value_type(result, 1)); if (!ir.second) { // If the above insert operation fails, then it's already in the // cache; increment its value. (*(ir.first)).second++; } } } cache_size = state->_invert_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *result = state->_invert_composition_cache.get_data(i)._result; if (result != nullptr && result != state) { std::pair ir = state_count.insert(StateCount::value_type(result, 1)); if (!ir.second) { (*(ir.first)).second++; } } } } // Now that we have the appearance count of each RenderState object, we can // tell which ones are unreferenced outside of the RenderState cache, by // comparing these to the reference counts. int num_unused = 0; StateCount::iterator sci; for (sci = state_count.begin(); sci != state_count.end(); ++sci) { const RenderState *state = (*sci).first; int count = (*sci).second; nassertr(count == state->get_cache_ref_count(), num_unused); nassertr(count <= state->get_ref_count(), num_unused); if (count == state->get_ref_count()) { num_unused++; if (pgraph_cat.is_debug()) { pgraph_cat.debug() << "Unused state: " << (void *)state << ":" << state->get_ref_count() << " =\n"; state->write(pgraph_cat.debug(false), 2); } } } return num_unused; } /** * Empties the cache of composed RenderStates. This makes every RenderState * forget what results when it is composed with other RenderStates. * * This will eliminate any RenderState objects that have been allocated but * have no references outside of the internal RenderState map. It will not * eliminate RenderState objects that are still in use. * * Nowadays, this method should not be necessary, as reference-count cycles in * the composition cache should be automatically detected and broken. * * The return value is the number of RenderStates freed by this operation. */ int RenderState:: clear_cache() { if (_states == nullptr) { return 0; } LightReMutexHolder holder(*_states_lock); PStatTimer timer(_cache_update_pcollector); int orig_size = _states->get_num_entries(); // First, we need to copy the entire set of states to a temporary vector, // reference-counting each object. That way we can walk through the copy, // without fear of dereferencing (and deleting) the objects in the map as we // go. { typedef pvector< CPT(RenderState) > TempStates; TempStates temp_states; temp_states.reserve(orig_size); size_t size = _states->get_num_entries(); for (size_t si = 0; si < size; ++si) { const RenderState *state = _states->get_key(si); temp_states.push_back(state); } // Now it's safe to walk through the list, destroying the cache within // each object as we go. Nothing will be destructed till we're done. TempStates::iterator ti; for (ti = temp_states.begin(); ti != temp_states.end(); ++ti) { RenderState *state = (RenderState *)(*ti).p(); size_t i; size_t cache_size = (int)state->_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *result = state->_composition_cache.get_data(i)._result; if (result != nullptr && result != state) { result->cache_unref(); nassertr(result->get_ref_count() > 0, 0); } } _cache_stats.add_total_size(-(int)state->_composition_cache.get_num_entries()); state->_composition_cache.clear(); cache_size = (int)state->_invert_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *result = state->_invert_composition_cache.get_data(i)._result; if (result != nullptr && result != state) { result->cache_unref(); nassertr(result->get_ref_count() > 0, 0); } } _cache_stats.add_total_size(-(int)state->_invert_composition_cache.get_num_entries()); state->_invert_composition_cache.clear(); } // Once this block closes and the temp_states object goes away, all the // destruction will begin. Anything whose reference was held only within // the various objects' caches will go away. } int new_size = _states->get_num_entries(); return orig_size - new_size; } /** * Performs a garbage-collection cycle. This must be called periodically if * garbage-collect-states is true to ensure that RenderStates get cleaned up * appropriately. It does no harm to call it even if this variable is not * true, but there is probably no advantage in that case. * * This automatically calls RenderAttrib::garbage_collect() as well. */ int RenderState:: garbage_collect() { int num_attribs = RenderAttrib::garbage_collect(); if (_states == nullptr || !garbage_collect_states) { return num_attribs; } LightReMutexHolder holder(*_states_lock); PStatTimer timer(_garbage_collect_pcollector); size_t orig_size = _states->get_num_entries(); // How many elements to process this pass? size_t size = orig_size; size_t num_this_pass = std::max(0, int(size * garbage_collect_states_rate)); if (num_this_pass <= 0) { return num_attribs; } bool break_and_uniquify = (auto_break_cycles && uniquify_transforms); size_t si = _garbage_index; if (si >= size) { si = 0; } num_this_pass = std::min(num_this_pass, size); size_t stop_at_element = (si + num_this_pass) % size; do { RenderState *state = (RenderState *)_states->get_key(si); if (break_and_uniquify) { if (state->get_cache_ref_count() > 0 && state->get_ref_count() == state->get_cache_ref_count()) { // If we have removed all the references to this state not in the // cache, leaving only references in the cache, then we need to // check for a cycle involving this RenderState and break it if it // exists. state->detect_and_break_cycles(); } } if (!state->unref_if_one()) { // This state has recently been unreffed to 1 (the one we added when // we stored it in the cache). Now it's time to delete it. This is // safe, because we're holding the _states_lock, so it's not possible // for some other thread to find the state in the cache and ref it // while we're doing this. Also, we've just made sure to unref it to 0, // to ensure that another thread can't get it via a weak pointer. state->release_new(); state->remove_cache_pointers(); state->cache_unref_only(); delete state; // When we removed it from the hash map, it swapped the last element // with the one we just removed. So the current index contains one we // still need to visit. --size; --si; if (stop_at_element > 0) { --stop_at_element; } } si = (si + 1) % size; } while (si != stop_at_element); _garbage_index = si; nassertr(_states->get_num_entries() == size, 0); #ifdef _DEBUG nassertr(_states->validate(), 0); #endif // If we just cleaned up a lot of states, see if we can reduce the table in // size. This will help reduce iteration overhead in the future. _states->consider_shrink_table(); return (int)orig_size - (int)size + num_attribs; } /** * Completely empties the cache of state + gsg -> munger, for all states and * all gsg's. Normally there is no need to empty this cache. */ void RenderState:: clear_munger_cache() { LightReMutexHolder holder(*_states_lock); size_t size = _states->get_num_entries(); for (size_t si = 0; si < size; ++si) { RenderState *state = (RenderState *)(_states->get_key(si)); state->_mungers.clear(); state->_munged_states.clear(); state->_last_mi = -1; } } /** * Detects all of the reference-count cycles in the cache and reports them to * standard output. * * These cycles may be inadvertently created when state compositions cycle * back to a starting point. Nowadays, these cycles should be automatically * detected and broken, so this method should never list any cycles unless * there is a bug in that detection logic. * * The cycles listed here are not leaks in the strictest sense of the word, * since they can be reclaimed by a call to clear_cache(); but they will not * be reclaimed automatically. */ void RenderState:: list_cycles(ostream &out) { if (_states == nullptr) { return; } LightReMutexHolder holder(*_states_lock); typedef pset VisitedStates; VisitedStates visited; CompositionCycleDesc cycle_desc; size_t size = _states->get_num_entries(); for (size_t si = 0; si < size; ++si) { const RenderState *state = _states->get_key(si); bool inserted = visited.insert(state).second; if (inserted) { ++_last_cycle_detect; if (r_detect_cycles(state, state, 1, _last_cycle_detect, &cycle_desc)) { // This state begins a cycle. CompositionCycleDesc::reverse_iterator csi; out << "\nCycle detected of length " << cycle_desc.size() + 1 << ":\n" << "state " << (void *)state << ":" << state->get_ref_count() << " =\n"; state->write(out, 2); for (csi = cycle_desc.rbegin(); csi != cycle_desc.rend(); ++csi) { const CompositionCycleDescEntry &entry = (*csi); if (entry._inverted) { out << "invert composed with "; } else { out << "composed with "; } out << (const void *)entry._obj << ":" << entry._obj->get_ref_count() << " " << *entry._obj << "\n" << "produces " << (const void *)entry._result << ":" << entry._result->get_ref_count() << " =\n"; entry._result->write(out, 2); visited.insert(entry._result); } cycle_desc.clear(); } else { ++_last_cycle_detect; if (r_detect_reverse_cycles(state, state, 1, _last_cycle_detect, &cycle_desc)) { // This state begins a cycle. CompositionCycleDesc::iterator csi; out << "\nReverse cycle detected of length " << cycle_desc.size() + 1 << ":\n" << "state "; for (csi = cycle_desc.begin(); csi != cycle_desc.end(); ++csi) { const CompositionCycleDescEntry &entry = (*csi); out << (const void *)entry._result << ":" << entry._result->get_ref_count() << " =\n"; entry._result->write(out, 2); out << (const void *)entry._obj << ":" << entry._obj->get_ref_count() << " =\n"; entry._obj->write(out, 2); visited.insert(entry._result); } out << (void *)state << ":" << state->get_ref_count() << " =\n"; state->write(out, 2); cycle_desc.clear(); } } } } } /** * Lists all of the RenderStates in the cache to the output stream, one per * line. This can be quite a lot of output if the cache is large, so be * prepared. */ void RenderState:: list_states(ostream &out) { if (_states == nullptr) { out << "0 states:\n"; return; } LightReMutexHolder holder(*_states_lock); size_t size = _states->get_num_entries(); out << size << " states:\n"; for (size_t si = 0; si < size; ++si) { const RenderState *state = _states->get_key(si); state->write(out, 2); } } /** * Ensures that the cache is still stored in sorted order, and that none of * the cache elements have been inadvertently deleted. Returns true if so, * false if there is a problem (which implies someone has modified one of the * supposedly-const RenderState objects). */ bool RenderState:: validate_states() { if (_states == nullptr) { return true; } PStatTimer timer(_state_validate_pcollector); LightReMutexHolder holder(*_states_lock); if (_states->is_empty()) { return true; } if (!_states->validate()) { pgraph_cat.error() << "RenderState::_states cache is invalid!\n"; return false; } size_t size = _states->get_num_entries(); size_t si = 0; nassertr(si < size, false); nassertr(_states->get_key(si)->get_ref_count() >= 0, false); size_t snext = si; ++snext; while (snext < size) { nassertr(_states->get_key(snext)->get_ref_count() >= 0, false); const RenderState *ssi = _states->get_key(si); const RenderState *ssnext = _states->get_key(snext); int c = ssi->compare_to(*ssnext); int ci = ssnext->compare_to(*ssi); if ((ci < 0) != (c > 0) || (ci > 0) != (c < 0) || (ci == 0) != (c == 0)) { pgraph_cat.error() << "RenderState::compare_to() not defined properly!\n"; pgraph_cat.error(false) << "(a, b): " << c << "\n"; pgraph_cat.error(false) << "(b, a): " << ci << "\n"; ssi->write(pgraph_cat.error(false), 2); ssnext->write(pgraph_cat.error(false), 2); return false; } si = snext; ++snext; } return true; } /** * Returns the union of the Geom::GeomRendering bits that will be required * once this RenderState is applied to a geom which includes the indicated * geom_rendering bits. */ int RenderState:: get_geom_rendering(int geom_rendering) const { const RenderModeAttrib *render_mode; const TexGenAttrib *tex_gen; const TexMatrixAttrib *tex_matrix; if (get_attrib(render_mode)) { geom_rendering = render_mode->get_geom_rendering(geom_rendering); } if (get_attrib(tex_gen)) { geom_rendering = tex_gen->get_geom_rendering(geom_rendering); } if (get_attrib(tex_matrix)) { geom_rendering = tex_matrix->get_geom_rendering(geom_rendering); } return geom_rendering; } /** * Intended to be called by CullBinManager::remove_bin(), this informs all the * RenderStates in the world to remove the indicated bin_index from their * cache if it has been cached. */ void RenderState:: bin_removed(int bin_index) { // Do something here. nassertv(false); } /** * Returns true if the _filled_slots bitmask is consistent with the table of * RenderAttrib pointers, false otherwise. */ bool RenderState:: validate_filled_slots() const { SlotMask mask; RenderAttribRegistry *reg = RenderAttribRegistry::quick_get_global_ptr(); int max_slots = reg->get_max_slots(); for (int slot = 1; slot < max_slots; ++slot) { const Attribute &attribute = _attributes[slot]; if (attribute._attrib != nullptr) { mask.set_bit(slot); } } return (mask == _filled_slots); } /** * Computes a suitable hash value for phash_map. */ void RenderState:: do_calc_hash() { _hash = 0; SlotMask mask = _filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &attrib = _attributes[slot]; nassertv(attrib._attrib != nullptr); _hash = pointer_hash::add_hash(_hash, attrib._attrib); _hash = int_hash::add_hash(_hash, attrib._override); mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } _flags |= F_hash_known; } /** * This function is used to share a common RenderState pointer for all * equivalent RenderState objects. * * This is different from return_unique() in that it does not actually * guarantee a unique pointer, unless uniquify-states is set. */ CPT(RenderState) RenderState:: return_new(RenderState *state) { nassertr(state != nullptr, state); // Make sure we don't have anything in the 0 slot. If we did, that would // indicate an uninitialized slot number. #ifndef NDEBUG if (state->_attributes[0]._attrib != nullptr) { const RenderAttrib *attrib = state->_attributes[0]._attrib; if (attrib->get_type() == TypeHandle::none()) { ((RenderAttrib *)attrib)->force_init_type(); pgraph_cat->error() << "Uninitialized RenderAttrib type: " << attrib->get_type() << "\n"; } else { static pset already_reported; if (already_reported.insert(attrib->get_type()).second) { pgraph_cat->error() << attrib->get_type() << " did not initialize its slot number.\n"; } } } #endif state->_attributes[0]._attrib = nullptr; state->_filled_slots.clear_bit(0); #ifndef NDEBUG nassertr(state->validate_filled_slots(), state); #endif if (!uniquify_states && !state->is_empty()) { return state; } return return_unique(state); } /** * This function is used to share a common RenderState pointer for all * equivalent RenderState objects. * * See the similar logic in RenderAttrib. The idea is to create a new * RenderState object and pass it through this function, which will share the * pointer with a previously-created RenderState object if it is equivalent. */ CPT(RenderState) RenderState:: return_unique(RenderState *state) { nassertr(state != nullptr, nullptr); if (!state_cache) { return state; } #ifndef NDEBUG if (paranoid_const) { nassertr(validate_states(), state); } #endif LightReMutexHolder holder(*_states_lock); if (state->_saved_entry != -1) { // This state is already in the cache. nassertr(_states->find(state) == // state->_saved_entry, pt_state); return state; } // Ensure each of the individual attrib pointers has been uniquified before // we add the state to the cache. if (!uniquify_attribs && !state->is_empty()) { SlotMask mask = state->_filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { Attribute &attrib = state->_attributes[slot]; nassertd(attrib._attrib != nullptr) continue; attrib._attrib = attrib._attrib->get_unique(); mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } } int si = _states->find(state); if (si != -1) { // There's an equivalent state already in the set. Return it. The state // that was passed may be newly created and therefore may not be // automatically deleted. Do that if necessary. if (state->get_ref_count() == 0) { delete state; } return _states->get_key(si); } // Not already in the set; add it. if (garbage_collect_states) { // If we'll be garbage collecting states explicitly, we'll increment the // reference count when we store it in the cache, so that it won't be // deleted while it's in it. state->cache_ref(); } si = _states->store(state, nullptr); // Save the index and return the input state. state->_saved_entry = si; return state; } /** * The private implemention of compose(); this actually composes two * RenderStates, without bothering with the cache. */ CPT(RenderState) RenderState:: do_compose(const RenderState *other) const { PStatTimer timer(_state_compose_pcollector); RenderState *new_state = new RenderState; SlotMask mask = _filled_slots | other->_filled_slots; new_state->_filled_slots = mask; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &a = _attributes[slot]; const Attribute &b = other->_attributes[slot]; Attribute &result = new_state->_attributes[slot]; if (a._attrib == nullptr) { nassertr(b._attrib != nullptr, this); // B wins. result = b; } else if (b._attrib == nullptr) { // A wins. result = a; } else if (b._override < a._override) { // A, the higher RenderAttrib, overrides. result = a; } else if (a._override < b._override && a._attrib->lower_attrib_can_override()) { // B, the higher RenderAttrib, overrides. This is a special case; // normally, a lower RenderAttrib does not override a higher one, even // if it has a higher override value. But certain kinds of // RenderAttribs redefine lower_attrib_can_override() to return true, // allowing this override. result = b; } else { // Either they have the same override value, or B is higher. In either // case, the result is the composition of the two, with B's override // value. result.set(a._attrib->compose(b._attrib), b._override); } mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } return return_new(new_state); } /** * The private implemention of invert_compose(). */ CPT(RenderState) RenderState:: do_invert_compose(const RenderState *other) const { PStatTimer timer(_state_invert_pcollector); RenderState *new_state = new RenderState; SlotMask mask = _filled_slots | other->_filled_slots; new_state->_filled_slots = mask; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &a = _attributes[slot]; const Attribute &b = other->_attributes[slot]; Attribute &result = new_state->_attributes[slot]; if (a._attrib == nullptr) { nassertr(b._attrib != nullptr, this); // B wins. result = b; } else if (b._attrib == nullptr) { // A wins. Invert it. RenderAttribRegistry *reg = RenderAttribRegistry::quick_get_global_ptr(); result.set(a._attrib->invert_compose(reg->get_slot_default(slot)), 0); } else { // Both are good. (Overrides are not used in invert_compose.) Compose. result.set(a._attrib->invert_compose(b._attrib), 0); } mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } return return_new(new_state); } /** * Detects whether there is a cycle in the cache that begins with this state. * If any are detected, breaks them by removing this state from the cache. */ void RenderState:: detect_and_break_cycles() { PStatTimer timer(_state_break_cycles_pcollector); ++_last_cycle_detect; if (r_detect_cycles(this, this, 1, _last_cycle_detect, nullptr)) { // Ok, we have a cycle. This will be a leak unless we break the cycle by // freeing the cache on this object. if (pgraph_cat.is_debug()) { pgraph_cat.debug() << "Breaking cycle involving " << (*this) << "\n"; } ((RenderState *)this)->remove_cache_pointers(); } else { ++_last_cycle_detect; if (r_detect_reverse_cycles(this, this, 1, _last_cycle_detect, nullptr)) { if (pgraph_cat.is_debug()) { pgraph_cat.debug() << "Breaking cycle involving " << (*this) << "\n"; } ((RenderState *)this)->remove_cache_pointers(); } } } /** * Detects whether there is a cycle in the cache that begins with the * indicated state. Returns true if at least one cycle is found, false if * this state is not part of any cycles. If a cycle is found and cycle_desc * is not NULL, then cycle_desc is filled in with the list of the steps of the * cycle, in reverse order. */ bool RenderState:: r_detect_cycles(const RenderState *start_state, const RenderState *current_state, int length, UpdateSeq this_seq, RenderState::CompositionCycleDesc *cycle_desc) { if (current_state->_cycle_detect == this_seq) { // We've already seen this state; therefore, we've found a cycle. // However, we only care about cycles that return to the starting state // and involve more than two steps. If only one or two nodes are // involved, it doesn't represent a memory leak, so no problem there. return (current_state == start_state && length > 2); } ((RenderState *)current_state)->_cycle_detect = this_seq; size_t i; size_t cache_size = current_state->_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *result = current_state->_composition_cache.get_data(i)._result; if (result != nullptr) { if (r_detect_cycles(start_state, result, length + 1, this_seq, cycle_desc)) { // Cycle detected. if (cycle_desc != nullptr) { const RenderState *other = current_state->_composition_cache.get_key(i); CompositionCycleDescEntry entry(other, result, false); cycle_desc->push_back(entry); } return true; } } } cache_size = current_state->_invert_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *result = current_state->_invert_composition_cache.get_data(i)._result; if (result != nullptr) { if (r_detect_cycles(start_state, result, length + 1, this_seq, cycle_desc)) { // Cycle detected. if (cycle_desc != nullptr) { const RenderState *other = current_state->_invert_composition_cache.get_key(i); CompositionCycleDescEntry entry(other, result, true); cycle_desc->push_back(entry); } return true; } } } // No cycle detected. return false; } /** * Works the same as r_detect_cycles, but checks for cycles in the reverse * direction along the cache chain. (A cycle may appear in either direction, * and we must check both.) */ bool RenderState:: r_detect_reverse_cycles(const RenderState *start_state, const RenderState *current_state, int length, UpdateSeq this_seq, RenderState::CompositionCycleDesc *cycle_desc) { if (current_state->_cycle_detect == this_seq) { // We've already seen this state; therefore, we've found a cycle. // However, we only care about cycles that return to the starting state // and involve more than two steps. If only one or two nodes are // involved, it doesn't represent a memory leak, so no problem there. return (current_state == start_state && length > 2); } ((RenderState *)current_state)->_cycle_detect = this_seq; size_t i; size_t cache_size = current_state->_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *other = current_state->_composition_cache.get_key(i); if (other != current_state) { int oi = other->_composition_cache.find(current_state); nassertr(oi != -1, false); const RenderState *result = other->_composition_cache.get_data(oi)._result; if (result != nullptr) { if (r_detect_reverse_cycles(start_state, result, length + 1, this_seq, cycle_desc)) { // Cycle detected. if (cycle_desc != nullptr) { const RenderState *other = current_state->_composition_cache.get_key(i); CompositionCycleDescEntry entry(other, result, false); cycle_desc->push_back(entry); } return true; } } } } cache_size = current_state->_invert_composition_cache.get_num_entries(); for (i = 0; i < cache_size; ++i) { const RenderState *other = current_state->_invert_composition_cache.get_key(i); if (other != current_state) { int oi = other->_invert_composition_cache.find(current_state); nassertr(oi != -1, false); const RenderState *result = other->_invert_composition_cache.get_data(oi)._result; if (result != nullptr) { if (r_detect_reverse_cycles(start_state, result, length + 1, this_seq, cycle_desc)) { // Cycle detected. if (cycle_desc != nullptr) { const RenderState *other = current_state->_invert_composition_cache.get_key(i); CompositionCycleDescEntry entry(other, result, false); cycle_desc->push_back(entry); } return true; } } } } // No cycle detected. return false; } /** * This inverse of return_new, this releases this object from the global * RenderState table. * * You must already be holding _states_lock before you call this method. */ void RenderState:: release_new() { nassertv(_states_lock->debug_is_locked()); if (_saved_entry != -1) { _saved_entry = -1; nassertv_always(_states->remove(this)); } } /** * Remove all pointers within the cache from and to this particular * RenderState. The pointers to this object may be scattered around in the * various CompositionCaches from other RenderState objects. * * You must already be holding _states_lock before you call this method. */ void RenderState:: remove_cache_pointers() { nassertv(_states_lock->debug_is_locked()); // Fortunately, since we added CompositionCache records in pairs, we know // exactly the set of RenderState objects that have us in their cache: it's // the same set of RenderState objects that we have in our own cache. /* * We do need to put considerable thought into this loop, because as we clear * out cache entries we'll cause other RenderState objects to destruct, which * could cause things to get pulled out of our own _composition_cache map. We * want to allow this (so that we don't encounter any just-destructed pointers * in our cache), but we don't want to get bitten by this cascading effect. * Instead of walking through the map from beginning to end, therefore, we * just pull out the first one each time, and erase it. */ #ifdef DO_PSTATS if (_composition_cache.is_empty() && _invert_composition_cache.is_empty()) { return; } PStatTimer timer(_cache_update_pcollector); #endif // DO_PSTATS // There are lots of ways to do this loop wrong. Be very careful if you // need to modify it for any reason. size_t i = 0; while (!_composition_cache.is_empty()) { // It is possible that the "other" RenderState object is currently within // its own destructor. We therefore can't use a PT() to hold its pointer; // that could end up calling its destructor twice. Fortunately, we don't // need to hold its reference count to ensure it doesn't destruct while we // process this loop; as long as we ensure that no *other* RenderState // objects destruct, there will be no reason for that one to. RenderState *other = (RenderState *)_composition_cache.get_key(i); // We hold a copy of the composition result so we can dereference it // later. Composition comp = _composition_cache.get_data(i); // Now we can remove the element from our cache. We do this now, rather // than later, before any other RenderState objects have had a chance to // destruct, so we are confident that our iterator is still valid. _composition_cache.remove_element(i); _cache_stats.add_total_size(-1); _cache_stats.inc_dels(); if (other != this) { int oi = other->_composition_cache.find(this); // We may or may not still be listed in the other's cache (it might be // halfway through pulling entries out, from within its own destructor). if (oi != -1) { // Hold a copy of the other composition result, too. Composition ocomp = other->_composition_cache.get_data(oi); other->_composition_cache.remove_element(oi); _cache_stats.add_total_size(-1); _cache_stats.inc_dels(); // It's finally safe to let our held pointers go away. This may have // cascading effects as other RenderState objects are destructed, but // there will be no harm done if they destruct now. if (ocomp._result != nullptr && ocomp._result != other) { cache_unref_delete(ocomp._result); } } } // It's finally safe to let our held pointers go away. (See comment // above.) if (comp._result != nullptr && comp._result != this) { cache_unref_delete(comp._result); } } // A similar bit of code for the invert cache. i = 0; while (!_invert_composition_cache.is_empty()) { RenderState *other = (RenderState *)_invert_composition_cache.get_key(i); nassertv(other != this); Composition comp = _invert_composition_cache.get_data(i); _invert_composition_cache.remove_element(i); _cache_stats.add_total_size(-1); _cache_stats.inc_dels(); if (other != this) { int oi = other->_invert_composition_cache.find(this); if (oi != -1) { Composition ocomp = other->_invert_composition_cache.get_data(oi); other->_invert_composition_cache.remove_element(oi); _cache_stats.add_total_size(-1); _cache_stats.inc_dels(); if (ocomp._result != nullptr && ocomp._result != other) { cache_unref_delete(ocomp._result); } } } if (comp._result != nullptr && comp._result != this) { cache_unref_delete(comp._result); } } } /** * This is the private implementation of get_bin_index() and get_draw_order(). */ void RenderState:: determine_bin_index() { LightMutexHolder holder(_lock); if ((_flags & F_checked_bin_index) != 0) { // Someone else checked it first. return; } std::string bin_name; _draw_order = 0; const CullBinAttrib *bin; if (get_attrib(bin)) { bin_name = bin->get_bin_name(); _draw_order = bin->get_draw_order(); } if (bin_name.empty()) { // No explicit bin is specified; put in the in the default bin, either // opaque or transparent, based on the transparency setting. bin_name = "opaque"; const TransparencyAttrib *transparency; if (get_attrib(transparency)) { switch (transparency->get_mode()) { case TransparencyAttrib::M_alpha: case TransparencyAttrib::M_premultiplied_alpha: case TransparencyAttrib::M_dual: // These transparency modes require special back-to-front sorting. bin_name = "transparent"; break; default: break; } } } CullBinManager *bin_manager = CullBinManager::get_global_ptr(); _bin_index = bin_manager->find_bin(bin_name); if (_bin_index == -1) { pgraph_cat.warning() << "No bin named " << bin_name << "; creating default bin.\n"; _bin_index = bin_manager->add_bin(bin_name, CullBinManager::BT_unsorted, 0); } _flags |= F_checked_bin_index; } /** * This is the private implementation of has_cull_callback(). */ void RenderState:: determine_cull_callback() { LightMutexHolder holder(_lock); if ((_flags & F_checked_cull_callback) != 0) { // Someone else checked it first. return; } SlotMask mask = _filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &attrib = _attributes[slot]; nassertv(attrib._attrib != nullptr); if (attrib._attrib->has_cull_callback()) { _flags |= F_has_cull_callback; break; } mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } _flags |= F_checked_cull_callback; } /** * Fills up the state with all of the default attribs. */ void RenderState:: fill_default() { RenderAttribRegistry *reg = RenderAttribRegistry::quick_get_global_ptr(); int num_slots = reg->get_num_slots(); for (int slot = 1; slot < num_slots; ++slot) { _attributes[slot].set(reg->get_slot_default(slot), 0); _filled_slots.set_bit(slot); } } /** * Moves the RenderState object from one PStats category to another, so that * we can track in PStats how many pointers are held by nodes, and how many * are held in the cache only. */ void RenderState:: update_pstats(int old_referenced_bits, int new_referenced_bits) { #ifdef DO_PSTATS if ((old_referenced_bits & R_node) != 0) { _node_counter.sub_level(1); } else if ((old_referenced_bits & R_cache) != 0) { _cache_counter.sub_level(1); } if ((new_referenced_bits & R_node) != 0) { _node_counter.add_level(1); } else if ((new_referenced_bits & R_cache) != 0) { _cache_counter.add_level(1); } #endif // DO_PSTATS } /** * Make sure the global _states map is allocated. This only has to be done * once. We could make this map static, but then we run into problems if * anyone creates a RenderState object at static init time; it also seems to * cause problems when the Panda shared library is unloaded at application * exit time. */ void RenderState:: init_states() { _states = new States; // TODO: we should have a global Panda mutex to allow us to safely create // _states_lock without a startup race condition. For the meantime, this is // OK because we guarantee that this method is called at static init time, // presumably when there is still only one thread in the world. _states_lock = new LightReMutex("RenderState::_states_lock"); _cache_stats.init(); nassertv(Thread::get_current_thread() == Thread::get_main_thread()); // Initialize the empty state object as well. It is used so often that it // is declared globally, and lives forever. RenderState *state = new RenderState; state->local_object(); state->_saved_entry = _states->store(state, nullptr); _empty_state = state; } /** * Tells the BamReader how to create objects of type RenderState. */ void RenderState:: register_with_read_factory() { BamReader::get_factory()->register_factory(get_class_type(), make_from_bam); } /** * Writes the contents of this object to the datagram for shipping out to a * Bam file. */ void RenderState:: write_datagram(BamWriter *manager, Datagram &dg) { TypedWritable::write_datagram(manager, dg); int num_attribs = _filled_slots.get_num_on_bits(); nassertv(num_attribs == (int)(uint16_t)num_attribs); dg.add_uint16(num_attribs); // **** We should smarten up the writing of the override number--most of the // time these will all be zero. SlotMask mask = _filled_slots; int slot = mask.get_lowest_on_bit(); while (slot >= 0) { const Attribute &attrib = _attributes[slot]; nassertv(attrib._attrib != nullptr); manager->write_pointer(dg, attrib._attrib); dg.add_int32(attrib._override); mask.clear_bit(slot); slot = mask.get_lowest_on_bit(); } } /** * Receives an array of pointers, one for each time manager->read_pointer() * was called in fillin(). Returns the number of pointers processed. */ int RenderState:: complete_pointers(TypedWritable **p_list, BamReader *manager) { int pi = TypedWritable::complete_pointers(p_list, manager); int num_attribs = 0; RenderAttribRegistry *reg = RenderAttribRegistry::quick_get_global_ptr(); for (size_t i = 0; i < (*_read_overrides).size(); ++i) { int override = (*_read_overrides)[i]; RenderAttrib *attrib = DCAST(RenderAttrib, p_list[pi++]); if (attrib != nullptr) { int slot = attrib->get_slot(); if (slot > 0 && slot < reg->get_max_slots()) { _attributes[slot].set(attrib, override); _filled_slots.set_bit(slot); ++num_attribs; } } } delete _read_overrides; _read_overrides = nullptr; return pi; } /** * Called immediately after complete_pointers(), this gives the object a * chance to adjust its own pointer if desired. Most objects don't change * pointers after completion, but some need to. * * Once this function has been called, the old pointer will no longer be * accessed. */ TypedWritable *RenderState:: change_this(TypedWritable *old_ptr, BamReader *manager) { // First, uniquify the pointer. RenderState *state = DCAST(RenderState, old_ptr); CPT(RenderState) pointer = return_unique(state); // But now we have a problem, since we have to hold the reference count and // there's no way to return a TypedWritable while still holding the // reference count! We work around this by explicitly upping the count, and // also setting a finalize() callback to down it later. if (pointer == state) { pointer->ref(); manager->register_finalize(state); } // We have to cast the pointer back to non-const, because the bam reader // expects that. return (RenderState *)pointer.p(); } /** * Called by the BamReader to perform any final actions needed for setting up * the object after all objects have been read and all pointers have been * completed. */ void RenderState:: finalize(BamReader *) { // Unref the pointer that we explicitly reffed in change_this(). unref(); // We should never get back to zero after unreffing our own count, because // we expect to have been stored in a pointer somewhere. If we do get to // zero, it's a memory leak; the way to avoid this is to call unref_delete() // above instead of unref(), but this is dangerous to do from within a // virtual function. nassertv(get_ref_count() != 0); } /** * This function is called by the BamReader's factory when a new object of * type RenderState is encountered in the Bam file. It should create the * RenderState and extract its information from the file. */ TypedWritable *RenderState:: make_from_bam(const FactoryParams ¶ms) { RenderState *state = new RenderState; DatagramIterator scan; BamReader *manager; parse_params(params, scan, manager); state->fillin(scan, manager); manager->register_change_this(change_this, state); return state; } /** * This internal function is called by make_from_bam to read in all of the * relevant data from the BamFile for the new RenderState. */ void RenderState:: fillin(DatagramIterator &scan, BamReader *manager) { TypedWritable::fillin(scan, manager); int num_attribs = scan.get_uint16(); _read_overrides = new vector_int; (*_read_overrides).reserve(num_attribs); for (int i = 0; i < num_attribs; ++i) { manager->read_pointer(scan); int override = scan.get_int32(); (*_read_overrides).push_back(override); } }