405 lines
16 KiB
C++
405 lines
16 KiB
C++
// Filename: graphicsEngine.h
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// Created by: drose (24Feb02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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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 "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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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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// Class : GraphicsEngine
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// Description : This class is the main interface to controlling the
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// render process. There is typically only one
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// GraphicsEngine in an application, and it synchronizes
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// rendering to all all of the active windows; although
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// it is possible to have multiple GraphicsEngine
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// 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
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// various cull and draw threads. The application
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// simply calls engine->render_frame() and considers it
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// done.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_DISPLAY GraphicsEngine {
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PUBLISHED:
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GraphicsEngine(Pipeline *pipeline = NULL);
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~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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INLINE void set_auto_flip(bool auto_flip);
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INLINE bool get_auto_flip() const;
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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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GraphicsOutput *make_output(GraphicsPipe *pipe,
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const 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 = NULL,
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GraphicsOutput *host = NULL);
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// Syntactic shorthand versions of make_output
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INLINE GraphicsOutput *make_buffer(GraphicsStateGuardian *gsg,
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const 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 string &name, int sort,
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int x_size, int y_size);
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bool remove_window(GraphicsOutput *window);
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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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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 flip_frame();
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bool extract_texture_data(Texture *tex, GraphicsStateGuardian *gsg);
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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_terminate,
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TS_done
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};
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enum CallbackTime {
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CB_pre_frame,
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CB_post_frame,
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CB_len // Not an option; just indicates the size of the list.
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};
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typedef void CallbackFunction(void *data);
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bool add_callback(const string &thread_name, CallbackTime callback_time,
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CallbackFunction *func, void *data);
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bool remove_callback(const string &thread_name, CallbackTime callback_time,
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CallbackFunction *func, void *data);
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private:
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class Callback {
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public:
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INLINE Callback(CallbackFunction *func, void *data);
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INLINE bool operator < (const Callback &other) const;
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INLINE void do_callback() const;
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private:
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CallbackFunction *_func;
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void *_data;
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};
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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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typedef pset< Callback > Callbacks;
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void set_window_sort(GraphicsOutput *window, int sort);
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void cull_and_draw_together(const 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(const Windows &wlist, Thread *current_thread);
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void cull_to_bins(GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread);
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void draw_bins(const Windows &wlist, Thread *current_thread);
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void draw_bins(GraphicsOutput *win, DisplayRegion *dr, 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 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_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_cull(CullHandler *cull_handler, SceneSetup *scene_setup,
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GraphicsStateGuardian *gsg, Thread *current_thread);
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void do_draw(CullResult *cull_result, SceneSetup *scene_setup,
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GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread);
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void do_add_window(GraphicsOutput *window,
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const GraphicsThreadingModel &threading_model);
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void do_add_gsg(GraphicsStateGuardian *gsg, GraphicsPipe *pipe,
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const GraphicsThreadingModel &threading_model);
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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 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
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// each thread (including the main thread, a.k.a. "app") should
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// process, and the list of windows for each stage.
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// There is one WindowRenderer instance for app, and another
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// instance for each thread (the thread-specific WindowRenderers are
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// actually instances of RenderThread, below, which inherits from
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// 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
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// rendering tasks (window, cull, and draw) are divided into.
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// The "window" task is responsible for doing any updates to the
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// window itself, such as size and placement, and is wholly
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// responsible for any API calls to the windowing system itself,
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// unrelated to OpenGL-type calls. This is normally done in app
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// (the design of X-Windows is such that all X calls must be issued
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// in the same thread).
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// The "cull" task is responsible for crawling through the scene
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// graph and discovering all of the Geoms that are within the
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// viewing frustum. It assembles all such Geoms, along with their
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// computed net state and transform, in a linked list of
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// CullableObjects, which it stores for the "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
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// appropriate graphics commands to draw them.
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// There is an additional task, not often used, called "cdraw".
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// This task, if activated, will crawl through the scene graph and
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// issue graphics commands immediately, as each Geom is discovered.
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// It is only rarely used because it cannot perform sorting beyond
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// basic scene graph order, making it less useful than a separate
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// cull and draw task.
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// It is possible for all three of the normal tasks: window, cull,
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// and draw, to be handled by the same thread. This is the normal,
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// single-threaded model: all tasks are handled by the app thread.
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// In this case, the window will be added to _app's _window, _cull,
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// and _draw lists.
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// On the other hand, a window's tasks may also be distributed among
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// as many as three threads. For instance, if the window is listed
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// on _app's _window list, but on thread A's _cull list, and thread
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// B's _draw list, then the window task will be handled in the app
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// thread, while the cull task will be handled by thread A, and the
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// draw task will be handled (in parallel) by thread B. (In order
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// for this to work, it will be necessary that thread A and B are
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// 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
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// this comment.)
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// Manipulation of the various window lists in each WindowRenderer
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// object is always performed in the app thread. The auxiliary
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// threads are slaves to the app thread, and they can only perform
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// one of a handful of specified tasks, none of which includes
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// adding or removing windows from its lists. The full set of tasks
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// that a WindowRenderer may perform is enumerated in ThreadState,
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// above; see RenderThread::thread_main().
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// There is a pair of condition variables for each thread, _cv_start
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// and _cv_done, that is used to synchronize requests made by app to
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// a particular thread. The usual procedure to request a thread to
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// perform a particular task is the following: the app thread waits
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// on the thread's _cv_done variable, stores the value corresponding
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// to the desired task in the thread's _thread_state value, then
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// signals the thread's _cv_start variable. The thread, in turn,
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// will perform its requested task, set its _thread_state to
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// TS_wait, and signal _cv_done. See examples in the code,
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// e.g. open_windows(), for more details on this process.
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// It is of course not necessary to signal any threads in order to
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// perform tasks listed in the _app WindowRenderer. For this object
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// only, we simply call the appropriate methods on _app when we want
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// the tasks to be performed.
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class WindowRenderer {
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public:
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WindowRenderer(const 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_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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bool add_callback(CallbackTime callback_time, const Callback &callback);
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bool remove_callback(CallbackTime callback_time, const Callback &callback);
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private:
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void do_callbacks(CallbackTime callback_time);
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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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Callbacks _callbacks[CB_len];
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ReMutex _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 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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};
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WindowRenderer *get_window_renderer(const 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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unsigned int _window_sort_index;
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bool _needs_open_windows;
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WindowRenderer _app;
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typedef pmap<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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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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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_tube_pcollector;
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static PStatCollector _test_tube_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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