open_toontown_panda3d/panda/src/gobj/preparedGraphicsObjects.h

222 lines
8.0 KiB
C++

// Filename: preparedGraphicsObjects.h
// Created by: drose (19Feb04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef PREPAREDGRAPHICSOBJECTS_H
#define PREPAREDGRAPHICSOBJECTS_H
#include "pandabase.h"
#include "referenceCount.h"
#include "texture.h"
#include "geom.h"
#include "geomVertexArrayData.h"
#include "geomPrimitive.h"
#include "shader.h"
#include "pointerTo.h"
#include "pStatCollector.h"
#include "pset.h"
#include "reMutex.h"
#include "bufferResidencyTracker.h"
#include "adaptiveLru.h"
class TextureContext;
class GeomContext;
class ShaderContext;
class VertexBufferContext;
class IndexBufferContext;
class GraphicsStateGuardianBase;
////////////////////////////////////////////////////////////////////
// Class : PreparedGraphicsObjects
// Description : A table of objects that are saved within the graphics
// context for reference by handle later. Generally,
// this represents things like OpenGL texture objects or
// display lists (or their equivalent on other
// platforms).
//
// This object simply records the pointers to the
// context objects created by the individual GSG's;
// these context objects will contain enough information
// to reference or release the actual object stored
// within the graphics context.
//
// These tables may potentially be shared between
// related graphics contexts, hence their storage here
// in a separate object rather than as a part of the
// GraphicsStateGuardian.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_GOBJ PreparedGraphicsObjects : public ReferenceCount {
public:
PreparedGraphicsObjects();
~PreparedGraphicsObjects();
PUBLISHED:
INLINE const string &get_name() const;
void set_graphics_memory_limit(size_t limit);
INLINE size_t get_graphics_memory_limit() const;
void show_graphics_memory_lru(ostream &out) const;
void show_residency_trackers(ostream &out) const;
INLINE void release_all();
INLINE int get_num_queued() const;
INLINE int get_num_prepared() const;
void enqueue_texture(Texture *tex);
bool is_texture_queued(const Texture *tex) const;
bool dequeue_texture(Texture *tex);
bool is_texture_prepared(const Texture *tex) const;
void release_texture(TextureContext *tc);
void release_texture(Texture *tex);
int release_all_textures();
int get_num_queued_textures() const;
int get_num_prepared_textures() const;
TextureContext *prepare_texture_now(Texture *tex, int view,
GraphicsStateGuardianBase *gsg);
void enqueue_geom(Geom *geom);
bool is_geom_queued(const Geom *geom) const;
bool dequeue_geom(Geom *geom);
bool is_geom_prepared(const Geom *geom) const;
void release_geom(GeomContext *gc);
int release_all_geoms();
int get_num_queued_geoms() const;
int get_num_prepared_geoms() const;
GeomContext *prepare_geom_now(Geom *geom, GraphicsStateGuardianBase *gsg);
void enqueue_shader(Shader *shader);
bool is_shader_queued(const Shader *shader) const;
bool dequeue_shader(Shader *shader);
bool is_shader_prepared(const Shader *shader) const;
void release_shader(ShaderContext *sc);
int release_all_shaders();
int get_num_queued_shaders() const;
int get_num_prepared_shaders() const;
ShaderContext *prepare_shader_now(Shader *shader, GraphicsStateGuardianBase *gsg);
void enqueue_vertex_buffer(GeomVertexArrayData *data);
bool is_vertex_buffer_queued(const GeomVertexArrayData *data) const;
bool dequeue_vertex_buffer(GeomVertexArrayData *data);
bool is_vertex_buffer_prepared(const GeomVertexArrayData *data) const;
void release_vertex_buffer(VertexBufferContext *vbc);
int release_all_vertex_buffers();
int get_num_queued_vertex_buffers() const;
int get_num_prepared_vertex_buffers() const;
VertexBufferContext *
prepare_vertex_buffer_now(GeomVertexArrayData *data,
GraphicsStateGuardianBase *gsg);
void enqueue_index_buffer(GeomPrimitive *data);
bool is_index_buffer_queued(const GeomPrimitive *data) const;
bool dequeue_index_buffer(GeomPrimitive *data);
bool is_index_buffer_prepared(const GeomPrimitive *data) const;
void release_index_buffer(IndexBufferContext *ibc);
int release_all_index_buffers();
int get_num_queued_index_buffers() const;
int get_num_prepared_index_buffers() const;
IndexBufferContext *
prepare_index_buffer_now(GeomPrimitive *data,
GraphicsStateGuardianBase *gsg);
public:
void begin_frame(GraphicsStateGuardianBase *gsg,
Thread *current_thread);
void end_frame(Thread *current_thread);
private:
static string init_name();
private:
typedef phash_set<TextureContext *, pointer_hash> Textures;
typedef phash_set< PT(Texture) > EnqueuedTextures;
typedef phash_set<GeomContext *, pointer_hash> Geoms;
typedef phash_set< PT(Geom) > EnqueuedGeoms;
typedef phash_set<ShaderContext *, pointer_hash> Shaders;
typedef phash_set< PT(Shader) > EnqueuedShaders;
typedef phash_set<BufferContext *, pointer_hash> Buffers;
typedef phash_set< PT(GeomVertexArrayData) > EnqueuedVertexBuffers;
typedef phash_set< PT(GeomPrimitive) > EnqueuedIndexBuffers;
class BufferCacheKey {
public:
INLINE bool operator < (const BufferCacheKey &other) const;
INLINE bool operator == (const BufferCacheKey &other) const;
INLINE bool operator != (const BufferCacheKey &other) const;
size_t _data_size_bytes;
GeomEnums::UsageHint _usage_hint;
};
typedef pvector<BufferContext *> BufferList;
typedef pmap<BufferCacheKey, BufferList> BufferCache;
typedef plist<BufferCacheKey> BufferCacheLRU;
void cache_unprepared_buffer(BufferContext *buffer, size_t data_size_bytes,
GeomEnums::UsageHint usage_hint,
BufferCache &buffer_cache,
BufferCacheLRU &buffer_cache_lru,
size_t &buffer_cache_size,
int released_buffer_cache_size,
Buffers &released_buffers);
BufferContext *get_cached_buffer(size_t data_size_bytes,
GeomEnums::UsageHint usage_hint,
BufferCache &buffer_cache,
BufferCacheLRU &buffer_cache_lru,
size_t &buffer_cache_size);
ReMutex _lock;
string _name;
Textures _prepared_textures, _released_textures;
EnqueuedTextures _enqueued_textures;
Geoms _prepared_geoms, _released_geoms;
EnqueuedGeoms _enqueued_geoms;
Shaders _prepared_shaders, _released_shaders;
EnqueuedShaders _enqueued_shaders;
Buffers _prepared_vertex_buffers, _released_vertex_buffers;
EnqueuedVertexBuffers _enqueued_vertex_buffers;
Buffers _prepared_index_buffers, _released_index_buffers;
EnqueuedIndexBuffers _enqueued_index_buffers;
BufferCache _vertex_buffer_cache;
BufferCacheLRU _vertex_buffer_cache_lru;
size_t _vertex_buffer_cache_size;
BufferCache _index_buffer_cache;
BufferCacheLRU _index_buffer_cache_lru;
size_t _index_buffer_cache_size;
public:
BufferResidencyTracker _texture_residency;
BufferResidencyTracker _vbuffer_residency;
BufferResidencyTracker _ibuffer_residency;
AdaptiveLru _graphics_memory_lru;
public:
// This is only public as a temporary hack. Don't mess with it
// unless you know what you're doing.
bool _support_released_buffer_cache;
private:
static int _name_index;
friend class GraphicsStateGuardian;
};
#include "preparedGraphicsObjects.I"
#endif