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- // Filename: graphicsEngine.h
- // Created by: drose (24Feb02)
- //
- ////////////////////////////////////////////////////////////////////
- //
- // 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 GRAPHICSENGINE_H
- #define GRAPHICSENGINE_H
- #include "pandabase.h"
- #include "graphicsWindow.h"
- #include "graphicsBuffer.h"
- #include "frameBufferProperties.h"
- #include "graphicsThreadingModel.h"
- #include "sceneSetup.h"
- #include "pointerTo.h"
- #include "thread.h"
- #include "pmutex.h"
- #include "reMutex.h"
- #include "lightReMutex.h"
- #include "conditionVar.h"
- #include "pStatCollector.h"
- #include "pset.h"
- #include "ordered_vector.h"
- #include "indirectLess.h"
- #include "loader.h"
- #include "referenceCount.h"
- class Pipeline;
- class DisplayRegion;
- class GraphicsPipe;
- class FrameBufferProperties;
- class Texture;
- ////////////////////////////////////////////////////////////////////
- // Class : GraphicsEngine
- // Description : This class is the main interface to controlling the
- // render process. There is typically only one
- // GraphicsEngine in an application, and it synchronizes
- // rendering to all all of the active windows; although
- // it is possible to have multiple GraphicsEngine
- // objects if multiple synchronicity groups are
- // required.
- //
- // The GraphicsEngine is responsible for managing the
- // various cull and draw threads. The application
- // simply calls engine->render_frame() and considers it
- // done.
- ////////////////////////////////////////////////////////////////////
- class EXPCL_PANDA_DISPLAY GraphicsEngine : public ReferenceCount {
- PUBLISHED:
- GraphicsEngine(Pipeline *pipeline = NULL);
- ~GraphicsEngine();
- void set_threading_model(const GraphicsThreadingModel &threading_model);
- GraphicsThreadingModel get_threading_model() const;
- INLINE const ReMutex &get_render_lock() const;
- INLINE void set_auto_flip(bool auto_flip);
- INLINE bool get_auto_flip() const;
- INLINE void set_portal_cull(bool value);
- INLINE bool get_portal_cull() const;
- INLINE void set_default_loader(Loader *loader);
- INLINE Loader *get_default_loader() const;
- GraphicsOutput *make_output(GraphicsPipe *pipe,
- const string &name, int sort,
- const FrameBufferProperties &fb_prop,
- const WindowProperties &win_prop,
- int flags, GraphicsStateGuardian *gsg = NULL,
- GraphicsOutput *host = NULL);
-
- // Syntactic shorthand versions of make_output
- INLINE GraphicsOutput *make_buffer(GraphicsOutput *host,
- const string &name, int sort,
- int x_size, int y_size);
- INLINE GraphicsOutput *make_buffer(GraphicsStateGuardian *gsg,
- const string &name, int sort,
- int x_size, int y_size);
- INLINE GraphicsOutput *make_parasite(GraphicsOutput *host,
- const string &name, int sort,
- int x_size, int y_size);
-
- bool remove_window(GraphicsOutput *window);
- void remove_all_windows();
- void reset_all_windows(bool swapchain);
- bool is_empty() const;
- int get_num_windows() const;
- GraphicsOutput *get_window(int n) const;
- MAKE_SEQ(get_windows, get_num_windows, get_window);
- BLOCKING void render_frame();
- BLOCKING void open_windows();
- BLOCKING void sync_frame();
- BLOCKING void ready_flip();
- BLOCKING void flip_frame();
- bool extract_texture_data(Texture *tex, GraphicsStateGuardian *gsg);
- static GraphicsEngine *get_global_ptr();
- public:
- enum ThreadState {
- TS_wait,
- TS_do_frame,
- TS_do_flip,
- TS_do_release,
- TS_do_windows,
- TS_terminate,
- TS_done
- };
- void texture_uploaded(Texture *tex);
- public:
- static void do_cull(CullHandler *cull_handler, SceneSetup *scene_setup,
- GraphicsStateGuardian *gsg, Thread *current_thread);
-
- private:
- typedef ov_set< PT(GraphicsOutput), IndirectLess<GraphicsOutput> > Windows;
- typedef pset< PT(GraphicsStateGuardian) > GSGs;
- static bool scene_root_func(const PandaNode *node);
- bool is_scene_root(const PandaNode *node);
- void set_window_sort(GraphicsOutput *window, int sort);
- void cull_and_draw_together(const Windows &wlist, Thread *current_thread);
- void cull_and_draw_together(GraphicsOutput *win, DisplayRegion *dr,
- Thread *current_thread);
- void cull_to_bins(const Windows &wlist, Thread *current_thread);
- void cull_to_bins(GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread);
- void draw_bins(const Windows &wlist, Thread *current_thread);
- void draw_bins(GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread);
- void make_contexts(const Windows &wlist, Thread *current_thread);
- void process_events(const Windows &wlist, Thread *current_thread);
- void ready_flip_windows(const Windows &wlist, Thread *current_thread);
- void flip_windows(const Windows &wlist, Thread *current_thread);
- void do_sync_frame(Thread *current_thread);
- void do_ready_flip(Thread *current_thread);
- void do_flip_frame(Thread *current_thread);
- INLINE void close_gsg(GraphicsPipe *pipe, GraphicsStateGuardian *gsg);
- PT(SceneSetup) setup_scene(GraphicsStateGuardian *gsg,
- DisplayRegionPipelineReader *dr);
- void do_draw(CullResult *cull_result, SceneSetup *scene_setup,
- GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread);
- void do_add_window(GraphicsOutput *window,
- const GraphicsThreadingModel &threading_model);
- void do_add_gsg(GraphicsStateGuardian *gsg, GraphicsPipe *pipe,
- const GraphicsThreadingModel &threading_model);
- void do_remove_window(GraphicsOutput *window, Thread *current_thread);
- void do_resort_windows();
- void terminate_threads(Thread *current_thread);
- void auto_adjust_capabilities(GraphicsStateGuardian *gsg);
- #ifdef DO_PSTATS
- typedef map<TypeHandle, PStatCollector> CyclerTypeCounters;
- CyclerTypeCounters _all_cycler_types;
- CyclerTypeCounters _dirty_cycler_types;
- static void pstats_count_cycler_type(TypeHandle type, int count, void *data);
- static void pstats_count_dirty_cycler_type(TypeHandle type, int count, void *data);
- #endif // DO_PSTATS
- static const RenderState *get_invert_polygon_state();
- // The WindowRenderer class records the stages of the pipeline that
- // each thread (including the main thread, a.k.a. "app") should
- // process, and the list of windows for each stage.
- // There is one WindowRenderer instance for app, and another
- // instance for each thread (the thread-specific WindowRenderers are
- // actually instances of RenderThread, below, which inherits from
- // WindowRenderer).
- // The idea is that each window is associated with one or more
- // WindowRenderer objects, according to the threads in which its
- // rendering tasks (window, cull, and draw) are divided into.
- // The "window" task is responsible for doing any updates to the
- // window itself, such as size and placement, and is wholly
- // responsible for any API calls to the windowing system itself,
- // unrelated to OpenGL-type calls. This is normally done in app
- // (the design of X-Windows is such that all X calls must be issued
- // in the same thread).
- // The "cull" task is responsible for crawling through the scene
- // graph and discovering all of the Geoms that are within the
- // viewing frustum. It assembles all such Geoms, along with their
- // computed net state and transform, in a linked list of
- // CullableObjects, which it stores for the "draw" task, next.
- // The "draw" task is responsible for walking through the list of
- // CullableObjects recorded by the cull task, and issuing the
- // appropriate graphics commands to draw them.
- // There is an additional task, not often used, called "cdraw".
- // This task, if activated, will crawl through the scene graph and
- // issue graphics commands immediately, as each Geom is discovered.
- // It is only rarely used because it cannot perform sorting beyond
- // basic scene graph order, making it less useful than a separate
- // cull and draw task.
- // It is possible for all three of the normal tasks: window, cull,
- // and draw, to be handled by the same thread. This is the normal,
- // single-threaded model: all tasks are handled by the app thread.
- // In this case, the window will be added to _app's _window, _cull,
- // and _draw lists.
- // On the other hand, a window's tasks may also be distributed among
- // as many as three threads. For instance, if the window is listed
- // on _app's _window list, but on thread A's _cull list, and thread
- // B's _draw list, then the window task will be handled in the app
- // thread, while the cull task will be handled by thread A, and the
- // draw task will be handled (in parallel) by thread B. (In order
- // for this to work, it will be necessary that thread A and B are
- // configured to view different stages of the graphics pipeline.
- // This is a more advanced topic than there is room to discuss in
- // this comment.)
- // Manipulation of the various window lists in each WindowRenderer
- // object is always performed in the app thread. The auxiliary
- // threads are slaves to the app thread, and they can only perform
- // one of a handful of specified tasks, none of which includes
- // adding or removing windows from its lists. The full set of tasks
- // that a WindowRenderer may perform is enumerated in ThreadState,
- // above; see RenderThread::thread_main().
- // There is a pair of condition variables for each thread, _cv_start
- // and _cv_done, that is used to synchronize requests made by app to
- // a particular thread. The usual procedure to request a thread to
- // perform a particular task is the following: the app thread waits
- // on the thread's _cv_done variable, stores the value corresponding
- // to the desired task in the thread's _thread_state value, then
- // signals the thread's _cv_start variable. The thread, in turn,
- // will perform its requested task, set its _thread_state to
- // TS_wait, and signal _cv_done. See examples in the code,
- // e.g. open_windows(), for more details on this process.
- // It is of course not necessary to signal any threads in order to
- // perform tasks listed in the _app WindowRenderer. For this object
- // only, we simply call the appropriate methods on _app when we want
- // the tasks to be performed.
- class WindowRenderer {
- public:
- WindowRenderer(const string &name);
- void add_gsg(GraphicsStateGuardian *gsg);
- void add_window(Windows &wlist, GraphicsOutput *window);
- void remove_window(GraphicsOutput *window);
- void resort_windows();
- void do_frame(GraphicsEngine *engine, Thread *current_thread);
- void do_windows(GraphicsEngine *engine, Thread *current_thread);
- void do_ready_flip(GraphicsEngine *engine, Thread *current_thread);
- void do_flip(GraphicsEngine *engine, Thread *current_thread);
- void do_release(GraphicsEngine *engine, Thread *current_thread);
- void do_close(GraphicsEngine *engine, Thread *current_thread);
- void do_pending(GraphicsEngine *engine, Thread *current_thread);
- bool any_done_gsgs() const;
- public:
- Windows _cull; // cull stage
- Windows _cdraw; // cull-and-draw-together stage
- Windows _draw; // draw stage
- Windows _window; // window stage, i.e. process windowing events
- // These are not kept sorted.
- Windows _pending_close; // moved from _window, pending close.
- GSGs _gsgs; // draw stage
- LightReMutex _wl_lock;
- };
- class RenderThread : public Thread, public WindowRenderer {
- public:
- RenderThread(const string &name, GraphicsEngine *engine);
- virtual void thread_main();
- GraphicsEngine *_engine;
- Mutex _cv_mutex;
- ConditionVar _cv_start;
- ConditionVar _cv_done;
- ThreadState _thread_state;
- };
- WindowRenderer *get_window_renderer(const string &name, int pipeline_stage);
- Pipeline *_pipeline;
- Windows _windows;
- bool _windows_sorted;
- unsigned int _window_sort_index;
- bool _needs_open_windows;
- WindowRenderer _app;
- typedef pmap<string, PT(RenderThread) > Threads;
- Threads _threads;
- GraphicsThreadingModel _threading_model;
- bool _auto_flip;
- bool _portal_enabled; //toggle to portal culling on/off
- PT(Loader) _default_loader;
- enum FlipState {
- FS_draw, // Still drawing.
- FS_sync, // All windows are done drawing.
- FS_flip, // All windows are done drawing and have flipped.
- };
- FlipState _flip_state;
- bool _singular_warning_last_frame;
- bool _singular_warning_this_frame;
- ReMutex _lock;
- ReMutex _public_lock;
- class LoadedTexture {
- public:
- PT(Texture) _tex;
- UpdateSeq _image_modified;
- };
- typedef pvector<LoadedTexture> LoadedTextures;
- LoadedTextures _loaded_textures;
- Mutex _loaded_textures_lock;
- static PT(GraphicsEngine) _global_ptr;
- static PStatCollector _wait_pcollector;
- static PStatCollector _cycle_pcollector;
- static PStatCollector _app_pcollector;
- static PStatCollector _render_frame_pcollector;
- static PStatCollector _do_frame_pcollector;
- static PStatCollector _yield_pcollector;
- static PStatCollector _cull_pcollector;
- static PStatCollector _cull_setup_pcollector;
- static PStatCollector _cull_sort_pcollector;
- static PStatCollector _draw_pcollector;
- static PStatCollector _sync_pcollector;
- static PStatCollector _flip_pcollector;
- static PStatCollector _flip_begin_pcollector;
- static PStatCollector _flip_end_pcollector;
- static PStatCollector _transform_states_pcollector;
- static PStatCollector _transform_states_unused_pcollector;
- static PStatCollector _render_states_pcollector;
- static PStatCollector _render_states_unused_pcollector;
- static PStatCollector _cyclers_pcollector;
- static PStatCollector _dirty_cyclers_pcollector;
- static PStatCollector _delete_pcollector;
- static PStatCollector _sw_sprites_pcollector;
- static PStatCollector _vertex_data_small_pcollector;
- static PStatCollector _vertex_data_independent_pcollector;
- static PStatCollector _vertex_data_pending_pcollector;
- static PStatCollector _vertex_data_resident_pcollector;
- static PStatCollector _vertex_data_compressed_pcollector;
- static PStatCollector _vertex_data_used_disk_pcollector;
- static PStatCollector _vertex_data_unused_disk_pcollector;
- static PStatCollector _cnode_volume_pcollector;
- static PStatCollector _gnode_volume_pcollector;
- static PStatCollector _geom_volume_pcollector;
- static PStatCollector _node_volume_pcollector;
- static PStatCollector _volume_pcollector;
- static PStatCollector _test_pcollector;
- static PStatCollector _volume_polygon_pcollector;
- static PStatCollector _test_polygon_pcollector;
- static PStatCollector _volume_plane_pcollector;
- static PStatCollector _test_plane_pcollector;
- static PStatCollector _volume_sphere_pcollector;
- static PStatCollector _test_sphere_pcollector;
- static PStatCollector _volume_box_pcollector;
- static PStatCollector _test_box_pcollector;
- static PStatCollector _volume_tube_pcollector;
- static PStatCollector _test_tube_pcollector;
- static PStatCollector _volume_inv_sphere_pcollector;
- static PStatCollector _test_inv_sphere_pcollector;
- static PStatCollector _volume_geom_pcollector;
- static PStatCollector _test_geom_pcollector;
- static PStatCollector _occlusion_untested_pcollector;
- static PStatCollector _occlusion_passed_pcollector;
- static PStatCollector _occlusion_failed_pcollector;
- static PStatCollector _occlusion_tests_pcollector;
- friend class WindowRenderer;
- friend class GraphicsOutput;
- };
- #include "graphicsEngine.I"
- #endif
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