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- /**
- * PANDA 3D SOFTWARE
- * Copyright (c) Carnegie Mellon University. All rights reserved.
- *
- * All use of this software is subject to the terms of the revised BSD
- * license. You should have received a copy of this license along
- * with this source code in a file named "LICENSE."
- *
- * @file preparedGraphicsObjects.h
- * @author drose
- * @date 2004-02-19
- */
- #ifndef PREPAREDGRAPHICSOBJECTS_H
- #define PREPAREDGRAPHICSOBJECTS_H
- #include "pandabase.h"
- #include "referenceCount.h"
- #include "texture.h"
- #include "samplerState.h"
- #include "geom.h"
- #include "geomVertexArrayData.h"
- #include "geomPrimitive.h"
- #include "shader.h"
- #include "shaderBuffer.h"
- #include "pointerTo.h"
- #include "pStatCollector.h"
- #include "pset.h"
- #include "reMutex.h"
- #include "bufferResidencyTracker.h"
- #include "adaptiveLru.h"
- #include "asyncFuture.h"
- class TextureContext;
- class SamplerContext;
- class GeomContext;
- class ShaderContext;
- class VertexBufferContext;
- class IndexBufferContext;
- class BufferContext;
- class GraphicsStateGuardianBase;
- class SavedContext;
- /**
- * 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 std::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(std::ostream &out) const;
- void show_residency_trackers(std::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_sampler(const SamplerState &sampler);
- bool is_sampler_queued(const SamplerState &sampler) const;
- bool dequeue_sampler(const SamplerState &sampler);
- bool is_sampler_prepared(const SamplerState &sampler) const;
- void release_sampler(SamplerContext *sc);
- void release_sampler(const SamplerState &sampler);
- int release_all_samplers();
- int get_num_queued_samplers() const;
- int get_num_prepared_samplers() const;
- SamplerContext *prepare_sampler_now(const SamplerState &sampler,
- 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);
- void enqueue_shader_buffer(ShaderBuffer *data);
- bool is_shader_buffer_queued(const ShaderBuffer *data) const;
- bool dequeue_shader_buffer(ShaderBuffer *data);
- bool is_shader_buffer_prepared(const ShaderBuffer *data) const;
- void release_shader_buffer(BufferContext *bc);
- int release_all_shader_buffers();
- int get_num_queued_shader_buffers() const;
- int get_num_prepared_shader_buffers() const;
- BufferContext *
- prepare_shader_buffer_now(ShaderBuffer *data,
- GraphicsStateGuardianBase *gsg);
- public:
- /**
- * This is a handle to an enqueued object, from which the result can be
- * obtained upon completion.
- */
- class EXPCL_PANDA_GOBJ EnqueuedObject final : public AsyncFuture {
- public:
- EnqueuedObject(PreparedGraphicsObjects *pgo, TypedWritableReferenceCount *object);
- TypedWritableReferenceCount *get_object() { return _object.p(); }
- SavedContext *get_result() { return (SavedContext *)AsyncFuture::get_result(); }
- void set_result(SavedContext *result);
- void notify_removed();
- virtual bool cancel() final;
- PUBLISHED:
- MAKE_PROPERTY(object, get_object);
- private:
- PreparedGraphicsObjects *_pgo;
- PT(TypedWritableReferenceCount) const _object;
- public:
- static TypeHandle get_class_type() {
- return _type_handle;
- }
- static void init_type() {
- AsyncFuture::init_type();
- register_type(_type_handle, "EnqueuedObject",
- AsyncFuture::get_class_type());
- }
- virtual TypeHandle get_type() const {
- return get_class_type();
- }
- virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
- private:
- static TypeHandle _type_handle;
- };
- // These are variations of enqueue_xxx that also return a future. They are
- // used to implement texture->prepare(), etc. They are only marked public
- // so we don't have to define a whole bunch of friend classes.
- PT(EnqueuedObject) enqueue_texture_future(Texture *tex);
- //PT(EnqueuedObject) enqueue_geom_future(Geom *geom);
- PT(EnqueuedObject) enqueue_shader_future(Shader *shader);
- //PT(EnqueuedObject) enqueue_vertex_buffer_future(GeomVertexArrayData *data);
- //PT(EnqueuedObject) enqueue_index_buffer_future(GeomPrimitive *data);
- //PT(EnqueuedObject) enqueue_shader_buffer_future(ShaderBuffer *data);
- void begin_frame(GraphicsStateGuardianBase *gsg,
- Thread *current_thread);
- void end_frame(Thread *current_thread);
- private:
- static std::string init_name();
- private:
- typedef phash_set<TextureContext *, pointer_hash> Textures;
- typedef phash_map< PT(Texture), PT(EnqueuedObject) > EnqueuedTextures;
- typedef phash_set<GeomContext *, pointer_hash> Geoms;
- typedef phash_set< PT(Geom) > EnqueuedGeoms;
- typedef phash_set<ShaderContext *, pointer_hash> Shaders;
- typedef phash_map< PT(Shader), PT(EnqueuedObject) > EnqueuedShaders;
- typedef phash_set<BufferContext *, pointer_hash> Buffers;
- typedef phash_set< PT(GeomVertexArrayData) > EnqueuedVertexBuffers;
- typedef phash_set< PT(GeomPrimitive) > EnqueuedIndexBuffers;
- typedef phash_set< PT(ShaderBuffer) > EnqueuedShaderBuffers;
- // Sampler states are stored a little bit differently, as they are mapped by
- // value and can't store the list of prepared samplers.
- typedef pmap<SamplerState, SamplerContext *> PreparedSamplers;
- typedef pset<SamplerContext *, pointer_hash> ReleasedSamplers;
- typedef pset<SamplerState> EnqueuedSamplers;
- 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,
- pvector<BufferContext *> &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;
- std::string _name;
- Textures _prepared_textures;
- pvector<TextureContext *> _released_textures;
- EnqueuedTextures _enqueued_textures;
- PreparedSamplers _prepared_samplers;
- ReleasedSamplers _released_samplers;
- EnqueuedSamplers _enqueued_samplers;
- Geoms _prepared_geoms, _released_geoms;
- EnqueuedGeoms _enqueued_geoms;
- Shaders _prepared_shaders, _released_shaders;
- EnqueuedShaders _enqueued_shaders;
- Buffers _prepared_vertex_buffers;
- pvector<BufferContext *> _released_vertex_buffers;
- EnqueuedVertexBuffers _enqueued_vertex_buffers;
- Buffers _prepared_index_buffers;
- pvector<BufferContext *> _released_index_buffers;
- EnqueuedIndexBuffers _enqueued_index_buffers;
- Buffers _prepared_shader_buffers;
- pvector<BufferContext *> _released_shader_buffers;
- EnqueuedShaderBuffers _enqueued_shader_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;
- BufferResidencyTracker _sbuffer_residency;
- AdaptiveLru _graphics_memory_lru;
- SimpleLru _sampler_object_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
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