open_toontown_panda3d/panda/src/pgraph/renderState.cxx

1851 lines
68 KiB
C++

// Filename: renderState.cxx
// Created by: drose (21Feb02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "renderState.h"
#include "transparencyAttrib.h"
#include "cullBinAttrib.h"
#include "cullBinManager.h"
#include "fogAttrib.h"
#include "clipPlaneAttrib.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 "reMutexHolder.h"
#include "thread.h"
ReMutex *RenderState::_states_lock = NULL;
RenderState::States *RenderState::_states = NULL;
CPT(RenderState) RenderState::_empty_state;
UpdateSeq RenderState::_last_cycle_detect;
PStatCollector RenderState::_cache_update_pcollector("*:State Cache:Update");
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");
TypeHandle RenderState::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: RenderState::Constructor
// Access: Protected
// Description: 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() {
if (_states == (States *)NULL) {
init_states();
}
_saved_entry = _states->end();
_flags = 0;
_last_mi = _mungers.end();
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Copy Constructor
// Access: Private
// Description: RenderStates are not meant to be copied.
////////////////////////////////////////////////////////////////////
RenderState::
RenderState(const RenderState &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Copy Assignment Operator
// Access: Private
// Description: RenderStates are not meant to be copied.
////////////////////////////////////////////////////////////////////
void RenderState::
operator = (const RenderState &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Destructor
// Access: Public, Virtual
// Description: 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();
ReMutexHolder holder(*_states_lock);
if (_saved_entry != _states->end()) {
nassertv(_states->find(this) == _saved_entry);
_states->erase(_saved_entry);
_saved_entry = _states->end();
}
remove_cache_pointers();
// 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);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::operator <
// Access: Published
// Description: 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.
////////////////////////////////////////////////////////////////////
bool RenderState::
operator < (const RenderState &other) const {
// We must compare all the properties of the attributes, not just
// the type; thus, we compare them one at a time using compare_to().
return lexicographical_compare(_attributes.begin(), _attributes.end(),
other._attributes.begin(), other._attributes.end(),
CompareTo<Attribute>());
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::cull_callback
// Access: Published
// Description: 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 {
Attributes::const_iterator ai;
for (ai = _attributes.begin(); ai != _attributes.end(); ++ai) {
const Attribute &attrib = *ai;
if (!attrib._attrib->cull_callback(trav, data)) {
return false;
}
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::find_attrib
// Access: Published
// Description: Searches for an attribute with the indicated type in
// the state, and returns its index if it is found, or
// -1 if it is not.
////////////////////////////////////////////////////////////////////
int RenderState::
find_attrib(TypeHandle type) const {
Attributes::const_iterator ai = _attributes.find(Attribute(type));
if (ai == _attributes.end()) {
return -1;
}
return ai - _attributes.begin();
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make_empty
// Access: Published, Static
// Description: Returns a RenderState with no attributes set.
////////////////////////////////////////////////////////////////////
CPT(RenderState) RenderState::
make_empty() {
// The empty state is asked for so often, we make it a special case
// and store a pointer forever once we find it the first time.
if (_empty_state == (RenderState *)NULL) {
RenderState *state = new RenderState;
_empty_state = return_new(state);
}
return _empty_state;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make
// Access: Published, Static
// Description: Returns a RenderState with one attribute set.
////////////////////////////////////////////////////////////////////
CPT(RenderState) RenderState::
make(const RenderAttrib *attrib, int override) {
RenderState *state = new RenderState;
state->_attributes.reserve(1);
state->_attributes.insert(Attribute(attrib, override));
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make
// Access: Published, Static
// Description: 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.reserve(2);
state->_attributes.push_back(Attribute(attrib1, override));
state->_attributes.push_back(Attribute(attrib2, override));
state->_attributes.sort();
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make
// Access: Published, Static
// Description: 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.reserve(3);
state->_attributes.push_back(Attribute(attrib1, override));
state->_attributes.push_back(Attribute(attrib2, override));
state->_attributes.push_back(Attribute(attrib3, override));
state->_attributes.sort();
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make
// Access: Published, Static
// Description: 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.reserve(4);
state->_attributes.push_back(Attribute(attrib1, override));
state->_attributes.push_back(Attribute(attrib2, override));
state->_attributes.push_back(Attribute(attrib3, override));
state->_attributes.push_back(Attribute(attrib4, override));
state->_attributes.sort();
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make
// Access: Published, Static
// Description: Returns a RenderState with n attributes set.
////////////////////////////////////////////////////////////////////
CPT(RenderState) RenderState::
make(const RenderAttrib * const *attrib, int num_attribs, int override) {
RenderState *state = new RenderState;
state->_attributes.reserve(num_attribs);
for (int i = 0; i < num_attribs; i++) {
state->_attributes.push_back(Attribute(attrib[i], override));
}
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make
// Access: Published, Static
// Description: Returns a RenderState made from the specified slots.
////////////////////////////////////////////////////////////////////
CPT(RenderState) RenderState::
make(const AttribSlots *slots, int override) {
RenderState *state = new RenderState;
for (int i = 0; i < AttribSlots::slot_count; i++) {
const RenderAttrib *attrib = slots->get_slot(i);
if (attrib != 0) {
state->_attributes.push_back(Attribute(attrib, override));
}
}
state->_attributes.reserve(state->_attributes.size());
state->_attributes.sort();
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::compose
// Access: Published
// Description: 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;
}
ReMutexHolder holder(*_states_lock);
// Is this composition already cached?
CompositionCache::const_iterator ci = _composition_cache.find(other);
if (ci != _composition_cache.end()) {
const Composition &comp = (*ci).second;
if (comp._result == (const RenderState *)NULL) {
// 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);
((Composition &)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!
return comp._result;
}
// 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);
// Order is important here, in case other == this.
((RenderState *)other)->_composition_cache[this]._result = NULL;
((RenderState *)this)->_composition_cache[other]._result = result;
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;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::invert_compose
// Access: Published
// Description: 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 make_empty();
}
ReMutexHolder holder(*_states_lock);
// Is this composition already cached?
CompositionCache::const_iterator ci = _invert_composition_cache.find(other);
if (ci != _invert_composition_cache.end()) {
const Composition &comp = (*ci).second;
if (comp._result == (const RenderState *)NULL) {
// 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);
((Composition &)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!
return comp._result;
}
// 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);
((RenderState *)other)->_invert_composition_cache[this]._result = NULL;
((RenderState *)this)->_invert_composition_cache[other]._result = result;
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;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::add_attrib
// Access: Published
// Description: 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.
////////////////////////////////////////////////////////////////////
CPT(RenderState) RenderState::
add_attrib(const RenderAttrib *attrib, int override) const {
RenderState *new_state = new RenderState;
back_insert_iterator<Attributes> result =
back_inserter(new_state->_attributes);
Attribute new_attribute(attrib, override);
Attributes::const_iterator ai = _attributes.begin();
while (ai != _attributes.end() && (*ai) < new_attribute) {
*result = *ai;
++ai;
++result;
}
*result = new_attribute;
++result;
if (ai != _attributes.end() && !(new_attribute < (*ai))) {
// At this point we know:
// !((*ai) < new_attribute) && !(new_attribute < (*ai))
// which means (*ai) == new_attribute--so we should leave it out,
// to avoid duplicating attributes in the set.
++ai;
}
while (ai != _attributes.end()) {
*result = *ai;
++ai;
++result;
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::remove_attrib
// Access: Published
// Description: Returns a new RenderState object that represents the
// same as the source state, with the indicated
// RenderAttrib removed.
////////////////////////////////////////////////////////////////////
CPT(RenderState) RenderState::
remove_attrib(TypeHandle type) const {
RenderState *new_state = new RenderState;
back_insert_iterator<Attributes> result =
back_inserter(new_state->_attributes);
Attributes::const_iterator ai = _attributes.begin();
while (ai != _attributes.end()) {
if ((*ai)._type != type) {
*result = *ai;
++result;
}
++ai;
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::remove_attrib
// Access: Published
// Description: 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;
new_state->_attributes.reserve(_attributes.size());
Attributes::const_iterator ai;
for (ai = _attributes.begin(); ai != _attributes.end(); ++ai) {
Attribute attrib = *ai;
attrib._override = max(attrib._override + adjustment, 0);
new_state->_attributes.push_back(attrib);
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_attrib
// Access: Published, Virtual
// Description: Looks for a RenderAttrib of the indicated type in the
// state, and returns it if it is found, or NULL if it
// is not.
////////////////////////////////////////////////////////////////////
const RenderAttrib *RenderState::
get_attrib(TypeHandle type) const {
Attributes::const_iterator ai;
ai = _attributes.find(Attribute(type));
if (ai != _attributes.end()) {
return (*ai)._attrib;
}
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_override
// Access: Published, Virtual
// Description: Looks for a RenderAttrib of the indicated type in the
// state, and returns its override value if it is found,
// or 0 if it is not.
////////////////////////////////////////////////////////////////////
int RenderState::
get_override(TypeHandle type) const {
Attributes::const_iterator ai;
ai = _attributes.find(Attribute(type));
if (ai != _attributes.end()) {
return (*ai)._override;
}
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::unref
// Access: Published
// Description: 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.
//
// Note that this is not a virtual method, and cannot be
// because ReferenceCount itself declares no virtual
// methods (it avoids the overhead of a virtual function
// pointer). But this doesn't matter, because
// PT(TransformState) is a template class, and will call
// the appropriate method even though it is non-virtual.
////////////////////////////////////////////////////////////////////
int RenderState::
unref() const {
ReMutexHolder holder(*_states_lock);
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.
if (auto_break_cycles) {
++_last_cycle_detect;
if (r_detect_cycles(this, this, 1, _last_cycle_detect, NULL)) {
// 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();
}
}
}
return ReferenceCount::unref();
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::output
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void RenderState::
output(ostream &out) const {
out << "S:";
if (_attributes.empty()) {
out << "(empty)";
} else {
Attributes::const_iterator ai = _attributes.begin();
out << "(" << (*ai)._type;
++ai;
while (ai != _attributes.end()) {
out << " " << (*ai)._type;
++ai;
}
out << ")";
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::write
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void RenderState::
write(ostream &out, int indent_level) const {
indent(out, indent_level) << _attributes.size() << " attribs:\n";
Attributes::const_iterator ai;
for (ai = _attributes.begin(); ai != _attributes.end(); ++ai) {
const Attribute &attribute = (*ai);
attribute._attrib->write(out, indent_level + 2);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_max_priority
// Access: Published, Static
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_num_states
// Access: Published, Static
// Description: 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 == (States *)NULL) {
return 0;
}
ReMutexHolder holder(*_states_lock);
return _states->size();
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_num_unused_states
// Access: Published, Static
// Description: 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 == (States *)NULL) {
return 0;
}
ReMutexHolder holder(*_states_lock);
// First, we need to count the number of times each RenderState
// object is recorded in the cache.
typedef pmap<const RenderState *, int> StateCount;
StateCount state_count;
States::iterator si;
for (si = _states->begin(); si != _states->end(); ++si) {
const RenderState *state = (*si);
CompositionCache::const_iterator ci;
for (ci = state->_composition_cache.begin();
ci != state->_composition_cache.end();
++ci) {
const RenderState *result = (*ci).second._result;
if (result != (const RenderState *)NULL && result != state) {
// Here's a RenderState that's recorded in the cache.
// Count it.
pair<StateCount::iterator, bool> 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++;
}
}
}
for (ci = state->_invert_composition_cache.begin();
ci != state->_invert_composition_cache.end();
++ci) {
const RenderState *result = (*ci).second._result;
if (result != (const RenderState *)NULL && result != state) {
pair<StateCount::iterator, bool> 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;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::clear_cache
// Access: Published, Static
// Description: 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 == (States *)NULL) {
return 0;
}
ReMutexHolder holder(*_states_lock);
PStatTimer timer(_cache_update_pcollector);
int orig_size = _states->size();
// 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);
copy(_states->begin(), _states->end(),
back_inserter(temp_states));
// 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();
CompositionCache::const_iterator ci;
for (ci = state->_composition_cache.begin();
ci != state->_composition_cache.end();
++ci) {
const RenderState *result = (*ci).second._result;
if (result != (const RenderState *)NULL && result != state) {
result->cache_unref();
nassertr(result->get_ref_count() > 0, 0);
}
}
state->_composition_cache.clear();
for (ci = state->_invert_composition_cache.begin();
ci != state->_invert_composition_cache.end();
++ci) {
const RenderState *result = (*ci).second._result;
if (result != (const RenderState *)NULL && result != state) {
result->cache_unref();
nassertr(result->get_ref_count() > 0, 0);
}
}
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->size();
return orig_size - new_size;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::list_cycles
// Access: Published, Static
// Description: 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 == (States *)NULL) {
return;
}
ReMutexHolder holder(*_states_lock);
typedef pset<const RenderState *> VisitedStates;
VisitedStates visited;
CompositionCycleDesc cycle_desc;
States::iterator si;
for (si = _states->begin(); si != _states->end(); ++si) {
const RenderState *state = (*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();
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::list_states
// Access: Published, Static
// Description: 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 == (States *)NULL) {
out << "0 states:\n";
return;
}
ReMutexHolder holder(*_states_lock);
out << _states->size() << " states:\n";
States::const_iterator si;
for (si = _states->begin(); si != _states->end(); ++si) {
const RenderState *state = (*si);
state->write(out, 2);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::validate_states
// Access: Published, Static
// Description: 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 == (States *)NULL) {
return true;
}
ReMutexHolder holder(*_states_lock);
if (_states->empty()) {
return true;
}
States::const_iterator si = _states->begin();
States::const_iterator snext = si;
++snext;
nassertr((*si)->get_ref_count() > 0, false);
while (snext != _states->end()) {
if (!(*(*si) < *(*snext))) {
pgraph_cat.error()
<< "RenderStates out of order!\n";
(*si)->write(pgraph_cat.error(false), 2);
(*snext)->write(pgraph_cat.error(false), 2);
return false;
}
si = snext;
++snext;
nassertr((*si)->get_ref_count() > 0, false);
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_geom_rendering
// Access: Published
// Description: 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 {
if (get_render_mode() != (const RenderModeAttrib *)NULL) {
geom_rendering = _render_mode->get_geom_rendering(geom_rendering);
}
if (get_tex_gen() != (const TexGenAttrib *)NULL) {
geom_rendering = _tex_gen->get_geom_rendering(geom_rendering);
}
if (get_tex_matrix() != (const TexMatrixAttrib *)NULL) {
geom_rendering = _tex_matrix->get_geom_rendering(geom_rendering);
}
return geom_rendering;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::store_into_slots
// Access: Public
// Description: Convert the attribute list into an AttribSlots.
////////////////////////////////////////////////////////////////////
void RenderState::
store_into_slots(AttribSlots *output) const {
Attributes::const_iterator ai;
for (ai = _attributes.begin(); ai != _attributes.end(); ai++) {
(*ai)._attrib->store_into_slot(output);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::bin_removed
// Access: Public, Static
// Description: 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);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::return_new
// Access: Private, Static
// Description: 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_new(RenderState *state) {
nassertr(state != (RenderState *)NULL, state);
#ifndef NDEBUG
if (paranoid_const) {
nassertr(validate_states(), state);
}
#endif
ReMutexHolder holder(*_states_lock);
// This should be a newly allocated pointer, not one that was used
// for anything else.
nassertr(state->_saved_entry == _states->end(), state);
// Save the state in a local PointerTo so that it will be freed at
// the end of this function if no one else uses it.
CPT(RenderState) pt_state = state;
pair<States::iterator, bool> result = _states->insert(state);
if (result.second) {
// The state was inserted; save the iterator and return the
// input state.
state->_saved_entry = result.first;
return pt_state;
}
// The state was not inserted; there must be an equivalent one
// already in the set. Return that one.
return *(result.first);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::do_compose
// Access: Private
// Description: 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);
// First, build a new Attributes member that represents the union of
// this one and that one.
Attributes::const_iterator ai = _attributes.begin();
Attributes::const_iterator bi = other->_attributes.begin();
// Create a new RenderState that will hold the result.
RenderState *new_state = new RenderState;
back_insert_iterator<Attributes> result =
back_inserter(new_state->_attributes);
while (ai != _attributes.end() && bi != other->_attributes.end()) {
if ((*ai) < (*bi)) {
// Here is an attribute that we have in the original, which is
// not present in the secondary.
*result = *ai;
++ai;
++result;
} else if ((*bi) < (*ai)) {
// Here is a new attribute we have in the secondary, that was
// not present in the original.
*result = *bi;
++bi;
++result;
} else {
// Here is an attribute we have in both. Does A override B?
const Attribute &a = (*ai);
const Attribute &b = (*bi);
if (b._override < a._override) {
// A, the higher RenderAttrib, overrides.
*result = *ai;
} else if (a._override < b._override &&
a._attrib->lower_attrib_can_override()) {
// B, the lower 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 = *bi;
} 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 = Attribute(a._attrib->compose(b._attrib), b._override);
}
++ai;
++bi;
++result;
}
}
while (ai != _attributes.end()) {
*result = *ai;
++ai;
++result;
}
while (bi != other->_attributes.end()) {
*result = *bi;
++bi;
++result;
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::do_invert_compose
// Access: Private
// Description: The private implemention of invert_compose().
////////////////////////////////////////////////////////////////////
CPT(RenderState) RenderState::
do_invert_compose(const RenderState *other) const {
PStatTimer timer(_state_invert_pcollector);
Attributes::const_iterator ai = _attributes.begin();
Attributes::const_iterator bi = other->_attributes.begin();
// Create a new RenderState that will hold the result.
RenderState *new_state = new RenderState;
back_insert_iterator<Attributes> result =
back_inserter(new_state->_attributes);
while (ai != _attributes.end() && bi != other->_attributes.end()) {
if ((*ai) < (*bi)) {
// Here is an attribute that we have in the original, which is
// not present in the secondary.
*result = Attribute((*ai)._attrib->invert_compose((*ai)._attrib->make_default()), 0);
++ai;
++result;
} else if ((*bi) < (*ai)) {
// Here is a new attribute we have in the secondary, that was
// not present in the original.
*result = *bi;
++bi;
++result;
} else {
// Here is an attribute we have in both. In this case, override
// is meaningless.
*result = Attribute((*ai)._attrib->invert_compose((*bi)._attrib), (*bi)._override);
++ai;
++bi;
++result;
}
}
while (ai != _attributes.end()) {
*result = Attribute((*ai)._attrib->invert_compose((*ai)._attrib->make_default()), 0);
++ai;
++result;
}
while (bi != other->_attributes.end()) {
*result = *bi;
++bi;
++result;
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::r_detect_cycles
// Access: Private, Static
// Description: 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;
CompositionCache::const_iterator ci;
for (ci = current_state->_composition_cache.begin();
ci != current_state->_composition_cache.end();
++ci) {
const RenderState *result = (*ci).second._result;
if (result != (const RenderState *)NULL) {
if (r_detect_cycles(start_state, result, length + 1,
this_seq, cycle_desc)) {
// Cycle detected.
if (cycle_desc != (CompositionCycleDesc *)NULL) {
CompositionCycleDescEntry entry((*ci).first, result, false);
cycle_desc->push_back(entry);
}
return true;
}
}
}
for (ci = current_state->_invert_composition_cache.begin();
ci != current_state->_invert_composition_cache.end();
++ci) {
const RenderState *result = (*ci).second._result;
if (result != (const RenderState *)NULL) {
if (r_detect_cycles(start_state, result, length + 1,
this_seq, cycle_desc)) {
// Cycle detected.
if (cycle_desc != (CompositionCycleDesc *)NULL) {
CompositionCycleDescEntry entry((*ci).first, result, true);
cycle_desc->push_back(entry);
}
return true;
}
}
}
// No cycle detected.
return false;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::remove_cache_pointers
// Access: Private
// Description: 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.empty() && _invert_composition_cache.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.
while (!_composition_cache.empty()) {
CompositionCache::iterator ci = _composition_cache.begin();
// 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 *)(*ci).first;
// We hold a copy of the composition result so we can dereference
// it later.
Composition comp = (*ci).second;
// 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.erase(ci);
if (other != this) {
CompositionCache::iterator oci = 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 (oci != other->_composition_cache.end()) {
// Hold a copy of the other composition result, too.
Composition ocomp = (*oci).second;
other->_composition_cache.erase(oci);
// 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 != (const RenderState *)NULL && 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 != (const RenderState *)NULL && comp._result != this) {
cache_unref_delete(comp._result);
}
}
// A similar bit of code for the invert cache.
while (!_invert_composition_cache.empty()) {
CompositionCache::iterator ci = _invert_composition_cache.begin();
RenderState *other = (RenderState *)(*ci).first;
nassertv(other != this);
Composition comp = (*ci).second;
_invert_composition_cache.erase(ci);
if (other != this) {
CompositionCache::iterator oci =
other->_invert_composition_cache.find(this);
if (oci != other->_invert_composition_cache.end()) {
Composition ocomp = (*oci).second;
other->_invert_composition_cache.erase(oci);
if (ocomp._result != (const RenderState *)NULL && ocomp._result != other) {
cache_unref_delete(ocomp._result);
}
}
}
if (comp._result != (const RenderState *)NULL && comp._result != this) {
cache_unref_delete(comp._result);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_bin_index
// Access: Private
// Description: This is the private implementation of
// get_bin_index() and get_draw_order().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_bin_index() {
string bin_name;
_draw_order = 0;
const CullBinAttrib *bin_attrib = get_bin();
if (bin_attrib != (const CullBinAttrib *)NULL) {
bin_name = bin_attrib->get_bin_name();
_draw_order = bin_attrib->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 *trans = get_transparency();
if (trans != (const TransparencyAttrib *)NULL) {
switch (trans->get_mode()) {
case TransparencyAttrib::M_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;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_fog
// Access: Private
// Description: This is the private implementation of get_fog().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_fog() {
const RenderAttrib *attrib = get_attrib(FogAttrib::get_class_type());
_fog = (const FogAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_fog = DCAST(FogAttrib, attrib);
}
_flags |= F_checked_fog;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_bin
// Access: Private
// Description: This is the private implementation of get_bin().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_bin() {
const RenderAttrib *attrib = get_attrib(CullBinAttrib::get_class_type());
_bin = (const CullBinAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_bin = DCAST(CullBinAttrib, attrib);
}
_flags |= F_checked_bin;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_transparency
// Access: Private
// Description: This is the private implementation of get_transparency().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_transparency() {
const RenderAttrib *attrib =
get_attrib(TransparencyAttrib::get_class_type());
_transparency = (const TransparencyAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_transparency = DCAST(TransparencyAttrib, attrib);
}
_flags |= F_checked_transparency;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_color
// Access: Private
// Description: This is the private implementation of get_color().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_color() {
const RenderAttrib *attrib = get_attrib(ColorAttrib::get_class_type());
_color = (const ColorAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_color = DCAST(ColorAttrib, attrib);
}
_flags |= F_checked_color;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_color_scale
// Access: Private
// Description: This is the private implementation of get_color_scale().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_color_scale() {
const RenderAttrib *attrib = get_attrib(ColorScaleAttrib::get_class_type());
_color_scale = (const ColorScaleAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_color_scale = DCAST(ColorScaleAttrib, attrib);
}
_flags |= F_checked_color_scale;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_texture
// Access: Private
// Description: This is the private implementation of get_texture().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_texture() {
const RenderAttrib *attrib = get_attrib(TextureAttrib::get_class_type());
_texture = (const TextureAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_texture = DCAST(TextureAttrib, attrib);
}
_flags |= F_checked_texture;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_tex_gen
// Access: Private
// Description: This is the private implementation of get_tex_gen().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_tex_gen() {
const RenderAttrib *attrib = get_attrib(TexGenAttrib::get_class_type());
_tex_gen = (const TexGenAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_tex_gen = DCAST(TexGenAttrib, attrib);
}
_flags |= F_checked_tex_gen;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_tex_matrix
// Access: Private
// Description: This is the private implementation of get_tex_matrix().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_tex_matrix() {
const RenderAttrib *attrib = get_attrib(TexMatrixAttrib::get_class_type());
_tex_matrix = (const TexMatrixAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_tex_matrix = DCAST(TexMatrixAttrib, attrib);
}
_flags |= F_checked_tex_matrix;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_render_mode
// Access: Private
// Description: This is the private implementation of get_render_mode().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_render_mode() {
const RenderAttrib *attrib = get_attrib(RenderModeAttrib::get_class_type());
_render_mode = (const RenderModeAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_render_mode = DCAST(RenderModeAttrib, attrib);
}
_flags |= F_checked_render_mode;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_clip_plane
// Access: Private
// Description: This is the private implementation of get_clip_plane().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_clip_plane() {
const RenderAttrib *attrib = get_attrib(ClipPlaneAttrib::get_class_type());
_clip_plane = (const ClipPlaneAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_clip_plane = DCAST(ClipPlaneAttrib, attrib);
}
_flags |= F_checked_clip_plane;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_shader
// Access: Private
// Description: This is the private implementation of get_shader().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_shader() {
const RenderAttrib *attrib = get_attrib(ShaderAttrib::get_class_type());
_shader = (const ShaderAttrib *)NULL;
if (attrib != (const RenderAttrib *)NULL) {
_shader = DCAST(ShaderAttrib, attrib);
}
_flags |= F_checked_shader;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::determine_cull_callback
// Access: Private
// Description: This is the private implementation of has_cull_callback().
////////////////////////////////////////////////////////////////////
void RenderState::
determine_cull_callback() {
Attributes::const_iterator ai;
for (ai = _attributes.begin(); ai != _attributes.end(); ++ai) {
const Attribute &attrib = *ai;
if (attrib._attrib->has_cull_callback()) {
_flags |= F_has_cull_callback;
break;
}
}
_flags |= F_checked_cull_callback;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::update_pstats
// Access: Private
// Description: 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) {
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);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::init_states
// Access: Public, Static
// Description: 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 ReMutex;
nassertv(Thread::get_current_thread() == Thread::get_main_thread());
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::register_with_read_factory
// Access: Public, Static
// Description: 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);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::write_datagram
// Access: Public, Virtual
// Description: 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 = _attributes.size();
nassertv(num_attribs == (int)(PN_uint16)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.
Attributes::const_iterator ai;
for (ai = _attributes.begin(); ai != _attributes.end(); ++ai) {
const Attribute &attribute = (*ai);
manager->write_pointer(dg, attribute._attrib);
dg.add_int32(attribute._override);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::complete_pointers
// Access: Public, Virtual
// Description: 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);
// Get the attribute pointers.
for (size_t i = 0; i < _attributes.size(); ++i) {
Attribute &attribute = _attributes[i];
TypedWritable *ptr = p_list[pi++];
while (ptr == NULL && i < _attributes.size()) {
// This is an attribute that we weren't able to load from the
// bam file. Remove it.
_attributes.pop_back();
ptr = p_list[pi++];
}
if (i < _attributes.size()) {
attribute._attrib = DCAST(RenderAttrib, ptr);
attribute._type = attribute._attrib->get_type();
}
}
// Now make sure the array is properly sorted. (It won't
// necessarily preserve its correct sort after being read from bam,
// because the sort is based on TypeHandle indices and raw pointers,
// both of which can change from session to session.)
_attributes.sort();
return pi;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::change_this
// Access: Public, Static
// Description: 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_new(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();
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::finalize
// Access: Public, Virtual
// Description: 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);
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::make_from_bam
// Access: Protected, Static
// Description: 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 &params) {
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;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::fillin
// Access: Protected
// Description: 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();
// Push back a NULL pointer for each attribute for now, until we get
// the actual list of pointers later in complete_pointers().
_attributes.reserve(num_attribs);
for (int i = 0; i < num_attribs; i++) {
manager->read_pointer(scan);
int override = scan.get_int32();
_attributes.push_back(Attribute(override));
}
}