356 lines
12 KiB
C++
356 lines
12 KiB
C++
// Filename: renderState.h
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// Created by: drose (21Feb02)
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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) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef RENDERSTATE_H
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#define RENDERSTATE_H
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#include "pandabase.h"
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#include "renderAttrib.h"
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#include "nodeCachedReferenceCount.h"
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#include "pointerTo.h"
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#include "pvector.h"
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#include "updateSeq.h"
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#include "pStatCollector.h"
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#include "renderModeAttrib.h"
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#include "texMatrixAttrib.h"
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#include "geomMunger.h"
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#include "weakPointerTo.h"
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#include "lightReMutex.h"
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#include "lightMutex.h"
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#include "deletedChain.h"
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#include "simpleHashMap.h"
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#include "cacheStats.h"
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#include "renderAttribRegistry.h"
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class GraphicsStateGuardianBase;
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class FactoryParams;
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class ShaderAttrib;
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////////////////////////////////////////////////////////////////////
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// Class : RenderState
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// Description : This represents a unique collection of RenderAttrib
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// objects that correspond to a particular renderable
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// state.
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//
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// You should not attempt to create or modify a
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// RenderState object directly. Instead, call one of
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// the make() functions to create one for you. And
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// instead of modifying a RenderState object, create a
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// new one.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_PGRAPH RenderState : public NodeCachedReferenceCount {
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protected:
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RenderState();
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private:
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RenderState(const RenderState ©);
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void operator = (const RenderState ©);
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public:
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virtual ~RenderState();
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ALLOC_DELETED_CHAIN(RenderState);
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typedef RenderAttribRegistry::SlotMask SlotMask;
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PUBLISHED:
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bool operator < (const RenderState &other) const;
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int compare_sort(const RenderState &other) const;
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size_t get_hash() const;
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INLINE bool is_empty() const;
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INLINE bool has_cull_callback() const;
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bool cull_callback(CullTraverser *trav, const CullTraverserData &data) const;
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static CPT(RenderState) make_empty();
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static CPT(RenderState) make_full_default();
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static CPT(RenderState) make(const RenderAttrib *attrib, int override = 0);
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static CPT(RenderState) make(const RenderAttrib *attrib1,
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const RenderAttrib *attrib2, int override = 0);
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static CPT(RenderState) make(const RenderAttrib *attrib1,
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const RenderAttrib *attrib2,
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const RenderAttrib *attrib3, int override = 0);
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static CPT(RenderState) make(const RenderAttrib *attrib1,
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const RenderAttrib *attrib2,
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const RenderAttrib *attrib3,
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const RenderAttrib *attrib4, int override = 0);
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static CPT(RenderState) make(const RenderAttrib * const *attrib,
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int num_attribs, int override = 0);
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CPT(RenderState) compose(const RenderState *other) const;
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CPT(RenderState) invert_compose(const RenderState *other) const;
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CPT(RenderState) add_attrib(const RenderAttrib *attrib, int override = 0) const;
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CPT(RenderState) set_attrib(const RenderAttrib *attrib) const;
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CPT(RenderState) set_attrib(const RenderAttrib *attrib, int override) const;
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INLINE CPT(RenderState) remove_attrib(TypeHandle type) const;
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CPT(RenderState) remove_attrib(int slot) const;
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CPT(RenderState) adjust_all_priorities(int adjustment) const;
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INLINE bool has_attrib(TypeHandle type) const;
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INLINE bool has_attrib(int slot) const;
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INLINE const RenderAttrib *get_attrib(TypeHandle type) const;
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INLINE const RenderAttrib *get_attrib(int slot) const;
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INLINE const RenderAttrib *get_attrib_def(int slot) const;
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INLINE int get_override(TypeHandle type) const;
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INLINE int get_override(int slot) const;
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INLINE CPT(RenderState) get_unique() const;
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bool unref() const;
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INLINE void cache_ref() const;
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INLINE bool cache_unref() const;
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INLINE void node_ref() const;
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INLINE bool node_unref() const;
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INLINE int get_composition_cache_num_entries() const;
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INLINE int get_invert_composition_cache_num_entries() const;
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INLINE int get_composition_cache_size() const;
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INLINE const RenderState *get_composition_cache_source(int n) const;
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INLINE const RenderState *get_composition_cache_result(int n) const;
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INLINE int get_invert_composition_cache_size() const;
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INLINE const RenderState *get_invert_composition_cache_source(int n) const;
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INLINE const RenderState *get_invert_composition_cache_result(int n) const;
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#ifdef HAVE_PYTHON
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PyObject *get_composition_cache() const;
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PyObject *get_invert_composition_cache() const;
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#endif // HAVE_PYTHON
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void output(ostream &out) const;
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void write(ostream &out, int indent_level) const;
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static int get_max_priority();
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static int get_num_states();
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static int get_num_unused_states();
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static int clear_cache();
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static void clear_munger_cache();
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static void list_cycles(ostream &out);
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static void list_states(ostream &out);
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static bool validate_states();
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#ifdef HAVE_PYTHON
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static PyObject *get_states();
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#endif // HAVE_PYTHON
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PUBLISHED:
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// These methods are intended for use by low-level code, but they're
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// also handy enough to expose to high-level users.
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INLINE int get_draw_order() const;
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INLINE int get_bin_index() const;
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int get_geom_rendering(int geom_rendering) const;
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const ShaderAttrib *get_generated_shader() const;
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public:
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static void bin_removed(int bin_index);
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INLINE static void flush_level();
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private:
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bool validate_filled_slots() const;
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INLINE bool do_cache_unref() const;
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INLINE bool do_node_unref() const;
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class CompositionCycleDescEntry {
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public:
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INLINE CompositionCycleDescEntry(const RenderState *obj,
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const RenderState *result,
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bool inverted);
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const RenderState *_obj;
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const RenderState *_result;
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bool _inverted;
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};
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typedef pvector<CompositionCycleDescEntry> CompositionCycleDesc;
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static CPT(RenderState) return_new(RenderState *state);
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static CPT(RenderState) return_unique(RenderState *state);
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CPT(RenderState) do_compose(const RenderState *other) const;
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CPT(RenderState) do_invert_compose(const RenderState *other) const;
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static bool r_detect_cycles(const RenderState *start_state,
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const RenderState *current_state,
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int length, UpdateSeq this_seq,
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CompositionCycleDesc *cycle_desc);
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static bool r_detect_reverse_cycles(const RenderState *start_state,
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const RenderState *current_state,
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int length, UpdateSeq this_seq,
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CompositionCycleDesc *cycle_desc);
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void release_new();
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void remove_cache_pointers();
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void determine_bin_index();
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void determine_cull_callback();
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void fill_default();
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INLINE void set_destructing();
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INLINE bool is_destructing() const;
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INLINE void consider_update_pstats(int old_referenced_bits) const;
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static void update_pstats(int old_referenced_bits, int new_referenced_bits);
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public:
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static void init_states();
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private:
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// This mutex protects _states. It also protects any modification
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// to the cache, which is encoded in _composition_cache and
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// _invert_composition_cache.
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static LightReMutex *_states_lock;
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typedef phash_set<const RenderState *, indirect_less_hash<const RenderState *> > States;
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static States *_states;
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static CPT(RenderState) _empty_state;
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static CPT(RenderState) _full_default_state;
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// This iterator records the entry corresponding to this RenderState
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// object in the above global set. We keep the iterator around so
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// we can remove it when the RenderState destructs.
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States::iterator _saved_entry;
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// This data structure manages the job of caching the composition of
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// two RenderStates. It's complicated because we have to be sure to
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// remove the entry if *either* of the input RenderStates destructs.
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// To implement this, we always record Composition entries in pairs,
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// one in each of the two involved RenderState objects.
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class Composition {
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public:
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INLINE Composition();
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INLINE Composition(const Composition ©);
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// _result is reference counted if and only if it is not the same
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// pointer as this.
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const RenderState *_result;
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};
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// The first element of the map is the object we compose with. This
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// is not reference counted within this map; instead we store a
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// companion pointer in the other object, and remove the references
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// explicitly when either object destructs.
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typedef SimpleHashMap<const RenderState *, Composition, pointer_hash> CompositionCache;
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CompositionCache _composition_cache;
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CompositionCache _invert_composition_cache;
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// This is here to provide a quick cache of GSG + RenderState ->
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// GeomMunger for the cull phase. It is here because it is faster
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// to look up the GSG in the RenderState pointer than vice-versa,
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// since there are likely to be far fewer GSG's than RenderStates.
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// The code to manage this map lives in
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// GraphicsStateGuardian::get_geom_munger().
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typedef pmap<WCPT(GraphicsStateGuardianBase), PT(GeomMunger) > Mungers;
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Mungers _mungers;
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Mungers::const_iterator _last_mi;
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// This is used to mark nodes as we visit them to detect cycles.
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UpdateSeq _cycle_detect;
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static UpdateSeq _last_cycle_detect;
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static PStatCollector _cache_update_pcollector;
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static PStatCollector _state_compose_pcollector;
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static PStatCollector _state_invert_pcollector;
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static PStatCollector _node_counter;
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static PStatCollector _cache_counter;
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private:
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// This is the actual data within the RenderState: a set of
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// max_slots RenderAttribs.
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class Attribute {
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public:
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INLINE Attribute(const RenderAttrib *attrib, int override);
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INLINE Attribute(int override = 0);
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INLINE Attribute(const Attribute ©);
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INLINE void operator = (const Attribute ©);
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INLINE void set(const RenderAttrib *attrib, int override);
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INLINE int compare_to(const Attribute &other) const;
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CPT(RenderAttrib) _attrib;
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int _override;
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};
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Attribute *_attributes;
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// We also store a bitmask of the non-NULL attributes in the above
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// array. This is redundant, but it is a useful cache.
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SlotMask _filled_slots;
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// We cache the index to the associated CullBin, if there happens to
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// be a CullBinAttrib in the state.
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int _bin_index;
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int _draw_order;
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// If this state contains an "auto" ShaderAttrib, then an explicit
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// ShaderAttrib will be synthesized by the runtime and stored here.
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// I can't declare this as a ShaderAttrib because that would create
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// a circular include-file dependency problem. Aaargh.
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CPT(RenderAttrib) _generated_shader;
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enum Flags {
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F_checked_bin_index = 0x000001,
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F_checked_cull_callback = 0x000002,
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F_has_cull_callback = 0x000004,
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F_is_destructing = 0x000008,
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};
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unsigned int _flags;
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vector_int *_read_overrides; // Only used during bam reading.
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// This mutex protects _flags, and all of the above computed values.
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LightMutex _lock;
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static CacheStats _cache_stats;
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public:
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static void register_with_read_factory();
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virtual void write_datagram(BamWriter *manager, Datagram &dg);
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virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
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static TypedWritable *change_this(TypedWritable *old_ptr, BamReader *manager);
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virtual void finalize(BamReader *manager);
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protected:
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static TypedWritable *make_from_bam(const FactoryParams ¶ms);
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void fillin(DatagramIterator &scan, BamReader *manager);
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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NodeCachedReferenceCount::init_type();
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register_type(_type_handle, "RenderState",
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NodeCachedReferenceCount::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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friend class GraphicsStateGuardian;
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friend class RenderAttribRegistry;
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};
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INLINE ostream &operator << (ostream &out, const RenderState &state) {
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state.output(out);
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return out;
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}
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#include "renderState.I"
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#endif
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