mirror of
https://github.com/panda3d/panda3d.git
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2604 lines
96 KiB
C++
2604 lines
96 KiB
C++
// Filename: graphicsEngine.cxx
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// Created by: drose (24Feb02)
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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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#include "graphicsEngine.h"
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#include "graphicsPipe.h"
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#include "parasiteBuffer.h"
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#include "config_gobj.h"
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#include "config_display.h"
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#include "pipeline.h"
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#include "drawCullHandler.h"
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#include "binCullHandler.h"
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#include "cullResult.h"
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#include "cullTraverser.h"
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#include "clockObject.h"
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#include "pStatTimer.h"
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#include "pStatClient.h"
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#include "pStatCollector.h"
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#include "mutexHolder.h"
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#include "lightReMutexHolder.h"
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#include "cullFaceAttrib.h"
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#include "string_utils.h"
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#include "geomCacheManager.h"
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#include "renderState.h"
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#include "transformState.h"
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#include "thread.h"
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#include "pipeline.h"
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#include "throw_event.h"
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#include "bamCache.h"
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#include "cullableObject.h"
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#include "geomVertexArrayData.h"
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#include "vertexDataSaveFile.h"
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#include "vertexDataBook.h"
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#include "vertexDataPage.h"
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#include "config_pgraph.h"
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#include "displayRegionCullCallbackData.h"
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#include "displayRegionDrawCallbackData.h"
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#if defined(WIN32)
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#define WINDOWS_LEAN_AND_MEAN
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#include <WinSock2.h>
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#include <wtypes.h>
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#undef WINDOWS_LEAN_AND_MEAN
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#else
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#include <sys/time.h>
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#endif
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PT(GraphicsEngine) GraphicsEngine::_global_ptr;
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PStatCollector GraphicsEngine::_wait_pcollector("Wait:Thread sync");
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PStatCollector GraphicsEngine::_cycle_pcollector("App:Cycle");
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PStatCollector GraphicsEngine::_app_pcollector("App:Show code:General");
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PStatCollector GraphicsEngine::_render_frame_pcollector("App:render_frame");
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PStatCollector GraphicsEngine::_do_frame_pcollector("*:do_frame");
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PStatCollector GraphicsEngine::_yield_pcollector("App:Yield");
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PStatCollector GraphicsEngine::_cull_pcollector("Cull");
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PStatCollector GraphicsEngine::_cull_setup_pcollector("Cull:Setup");
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PStatCollector GraphicsEngine::_cull_sort_pcollector("Cull:Sort");
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PStatCollector GraphicsEngine::_draw_pcollector("Draw");
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PStatCollector GraphicsEngine::_sync_pcollector("Draw:Sync");
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PStatCollector GraphicsEngine::_flip_pcollector("Wait:Flip");
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PStatCollector GraphicsEngine::_flip_begin_pcollector("Wait:Flip:Begin");
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PStatCollector GraphicsEngine::_flip_end_pcollector("Wait:Flip:End");
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PStatCollector GraphicsEngine::_transform_states_pcollector("TransformStates");
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PStatCollector GraphicsEngine::_transform_states_unused_pcollector("TransformStates:Unused");
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PStatCollector GraphicsEngine::_render_states_pcollector("RenderStates");
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PStatCollector GraphicsEngine::_render_states_unused_pcollector("RenderStates:Unused");
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PStatCollector GraphicsEngine::_cyclers_pcollector("PipelineCyclers");
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PStatCollector GraphicsEngine::_dirty_cyclers_pcollector("Dirty PipelineCyclers");
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PStatCollector GraphicsEngine::_delete_pcollector("App:Delete");
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PStatCollector GraphicsEngine::_sw_sprites_pcollector("SW Sprites");
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PStatCollector GraphicsEngine::_vertex_data_small_pcollector("Vertex Data:Small");
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PStatCollector GraphicsEngine::_vertex_data_independent_pcollector("Vertex Data:Independent");
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PStatCollector GraphicsEngine::_vertex_data_pending_pcollector("Vertex Data:Pending");
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PStatCollector GraphicsEngine::_vertex_data_resident_pcollector("Vertex Data:Resident");
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PStatCollector GraphicsEngine::_vertex_data_compressed_pcollector("Vertex Data:Compressed");
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PStatCollector GraphicsEngine::_vertex_data_unused_disk_pcollector("Vertex Data:Disk:Unused");
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PStatCollector GraphicsEngine::_vertex_data_used_disk_pcollector("Vertex Data:Disk:Used");
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// These are counted independently by the collision system; we
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// redefine them here so we can reset them at each frame.
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PStatCollector GraphicsEngine::_cnode_volume_pcollector("Collision Volumes:CollisionNode");
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PStatCollector GraphicsEngine::_gnode_volume_pcollector("Collision Volumes:GeomNode");
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PStatCollector GraphicsEngine::_geom_volume_pcollector("Collision Volumes:Geom");
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PStatCollector GraphicsEngine::_node_volume_pcollector("Collision Volumes:PandaNode");
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PStatCollector GraphicsEngine::_volume_pcollector("Collision Volumes:CollisionSolid");
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PStatCollector GraphicsEngine::_test_pcollector("Collision Tests:CollisionSolid");
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PStatCollector GraphicsEngine::_volume_polygon_pcollector("Collision Volumes:CollisionPolygon");
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PStatCollector GraphicsEngine::_test_polygon_pcollector("Collision Tests:CollisionPolygon");
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PStatCollector GraphicsEngine::_volume_plane_pcollector("Collision Volumes:CollisionPlane");
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PStatCollector GraphicsEngine::_test_plane_pcollector("Collision Tests:CollisionPlane");
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PStatCollector GraphicsEngine::_volume_sphere_pcollector("Collision Volumes:CollisionSphere");
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PStatCollector GraphicsEngine::_test_sphere_pcollector("Collision Tests:CollisionSphere");
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PStatCollector GraphicsEngine::_volume_tube_pcollector("Collision Volumes:CollisionTube");
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PStatCollector GraphicsEngine::_test_tube_pcollector("Collision Tests:CollisionTube");
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PStatCollector GraphicsEngine::_volume_inv_sphere_pcollector("Collision Volumes:CollisionInvSphere");
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PStatCollector GraphicsEngine::_test_inv_sphere_pcollector("Collision Tests:CollisionInvSphere");
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PStatCollector GraphicsEngine::_volume_geom_pcollector("Collision Volumes:CollisionGeom");
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PStatCollector GraphicsEngine::_test_geom_pcollector("Collision Tests:CollisionGeom");
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PStatCollector GraphicsEngine::_occlusion_untested_pcollector("Occlusion results:Not tested");
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PStatCollector GraphicsEngine::_occlusion_passed_pcollector("Occlusion results:Visible");
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PStatCollector GraphicsEngine::_occlusion_failed_pcollector("Occlusion results:Occluded");
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PStatCollector GraphicsEngine::_occlusion_tests_pcollector("Occlusion tests");
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::Constructor
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// Access: Published
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// Description: Creates a new GraphicsEngine object. The Pipeline is
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// normally left to default to NULL, which indicates the
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// global render pipeline, but it may be any Pipeline
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// you choose.
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////////////////////////////////////////////////////////////////////
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GraphicsEngine::
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GraphicsEngine(Pipeline *pipeline) :
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_pipeline(pipeline),
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_app("app"),
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_lock("GraphicsEngine::_lock")
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{
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if (_pipeline == (Pipeline *)NULL) {
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_pipeline = Pipeline::get_render_pipeline();
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}
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_windows_sorted = true;
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_window_sort_index = 0;
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_needs_open_windows = false;
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set_threading_model(GraphicsThreadingModel(threading_model));
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if (!_threading_model.is_default()) {
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display_cat.info()
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<< "Using threading model " << _threading_model << "\n";
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}
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_auto_flip = auto_flip;
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_portal_enabled = false;
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_flip_state = FS_flip;
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_singular_warning_last_frame = false;
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_singular_warning_this_frame = false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::Destructor
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// Access: Published
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// Description: Gracefully cleans up the graphics engine and its
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// related threads and windows.
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////////////////////////////////////////////////////////////////////
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GraphicsEngine::
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~GraphicsEngine() {
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#ifdef DO_PSTATS
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if (_app_pcollector.is_started()) {
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_app_pcollector.stop();
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}
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#endif
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remove_all_windows();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::set_threading_model
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// Access: Published
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// Description: Specifies how future objects created via make_gsg(),
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// make_buffer(), and make_window() will be threaded.
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// This does not affect any already-created objects.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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set_threading_model(const GraphicsThreadingModel &threading_model) {
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if (!Thread::is_threading_supported()) {
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if (!threading_model.is_single_threaded()) {
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display_cat.warning()
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<< "Threading model " << threading_model
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<< " requested but threading is not available. Ignoring.\n";
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return;
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}
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}
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#ifndef THREADED_PIPELINE
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if (!threading_model.is_single_threaded()) {
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display_cat.warning()
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<< "Threading model " << threading_model
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<< " requested but multithreaded render pipelines not enabled in build.\n";
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if (!allow_nonpipeline_threads) {
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display_cat.warning()
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<< "Ignoring requested threading model.\n";
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return;
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}
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display_cat.warning()
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<< "Danger! Creating requested render threads anyway!\n";
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}
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#endif // THREADED_PIPELINE
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LightReMutexHolder holder(_lock);
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_threading_model = threading_model;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::get_threading_model
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// Access: Published
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// Description: Returns the threading model that will be applied to
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// future objects. See set_threading_model().
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////////////////////////////////////////////////////////////////////
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GraphicsThreadingModel GraphicsEngine::
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get_threading_model() const {
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GraphicsThreadingModel result;
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{
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LightReMutexHolder holder(_lock);
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result = _threading_model;
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}
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return result;
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}
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// THIS IS THE OLD CODE FOR make_gsg
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// PT(GraphicsStateGuardian) gsg = pipe->make_gsg(properties, share_with);
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::make_output
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// Access: Published
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// Description: Creates a new window (or buffer) and returns it.
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// The GraphicsEngine becomes the owner of the window,
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// it will persist at least until remove_window() is
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// called later.
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//
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// If a null pointer is supplied for the gsg, then this
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// routine will create a new gsg.
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//
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// This routine is only called from the app thread.
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////////////////////////////////////////////////////////////////////
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GraphicsOutput *GraphicsEngine::
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make_output(GraphicsPipe *pipe,
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const string &name, int sort,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host) {
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// The code here is tricky because the gsg that is passed in
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// might be in the uninitialized state. As a result,
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// pipe::make_output may not be able to tell which DirectX
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// capabilities or OpenGL extensions are supported and which
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// are not. Worse yet, it can't query the API, because that
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// can only be done from the draw thread, and this is the app
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// thread.
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//
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// So here's the workaround: this routine calls pipe::make_output,
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// which returns a "non-certified" window. That means that
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// the pipe doesn't promise that the draw thread will actually
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// succeed in initializing the window. This routine then calls
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// open_windows, which attempts to initialize the window.
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//
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// If open_windows fails to initialize the window, then
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// this routine will ask pipe::make_output to try again, this
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// time using a different set of OpenGL extensions or DirectX
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// capabilities. This is what the "retry" parameter to
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// pipe::make_output is for - it specifies, in an abstract
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// manner, which set of capabilties/extensions to try.
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//
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// The only problem with this design is that it requires the
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// engine to call open_windows, which is slow. To make
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// things faster, the pipe can choose to "precertify"
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// its creations. If it chooses to do so, this is a guarantee
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// that the windows it returns will not fail in open_windows.
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// However, most graphics pipes will only precertify if you
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// pass them an already-initialized gsg. Long story short,
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// if you want make_output to be fast, use an
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// already-initialized gsg.
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// Simplify the input parameters.
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int x_size = 0, y_size = 0;
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if (win_prop.has_size()) {
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x_size = win_prop.get_x_size();
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y_size = win_prop.get_y_size();
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}
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if ((x_size == 0)&&(y_size == 0)) {
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flags |= GraphicsPipe::BF_size_track_host;
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}
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if (host != 0) {
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host = host->get_host();
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}
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// If a gsg or host was supplied, and either is not yet initialized,
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// then call open_windows to get both ready. If that fails,
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// give up on using the supplied gsg and host.
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if (host == (GraphicsOutput *)NULL) {
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if (gsg != (GraphicsStateGuardian*)NULL) {
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if ((!gsg->is_valid())||(gsg->needs_reset())) {
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open_windows();
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}
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if ((!gsg->is_valid())||(gsg->needs_reset())) {
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gsg = NULL;
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}
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}
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} else {
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if ((host->get_gsg()==0)||
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(!host->is_valid())||
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(!host->get_gsg()->is_valid())||
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(host->get_gsg()->needs_reset())) {
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open_windows();
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}
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if ((host->get_gsg()==0)||
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(!host->is_valid())||
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(!host->get_gsg()->is_valid())||
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(host->get_gsg()->needs_reset())) {
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host = NULL;
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gsg = NULL;
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} else {
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gsg = host->get_gsg();
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}
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}
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// Sanity check everything.
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GraphicsThreadingModel threading_model = get_threading_model();
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nassertr(pipe != (GraphicsPipe *)NULL, NULL);
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if (gsg != (GraphicsStateGuardian *)NULL) {
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nassertr(pipe == gsg->get_pipe(), NULL);
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nassertr(this == gsg->get_engine(), NULL);
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nassertr(threading_model.get_draw_name() ==
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gsg->get_threading_model().get_draw_name(), NULL);
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}
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// Determine if a parasite buffer meets the user's specs.
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bool can_use_parasite = false;
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if ((host != 0)&&
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((flags&GraphicsPipe::BF_require_window)==0)&&
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((flags&GraphicsPipe::BF_refuse_parasite)==0)&&
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((flags&GraphicsPipe::BF_can_bind_color)==0)&&
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((flags&GraphicsPipe::BF_can_bind_every)==0)&&
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((flags&GraphicsPipe::BF_rtt_cumulative)==0)) {
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if ((flags&GraphicsPipe::BF_fb_props_optional) ||
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(host->get_fb_properties().subsumes(fb_prop))) {
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can_use_parasite = true;
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}
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}
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// If parasite buffers are preferred, then try a parasite first.
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// Even if prefer-parasite-buffer is set, parasites are not preferred
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// if the host window is too small, or if the host window does not
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// have the requested properties.
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if ((prefer_parasite_buffer) &&
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(can_use_parasite) &&
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(x_size <= host->get_x_size())&&
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(y_size <= host->get_y_size())&&
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(host->get_fb_properties().subsumes(fb_prop))) {
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ParasiteBuffer *buffer = new ParasiteBuffer(host, name, x_size, y_size, flags);
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buffer->_sort = sort;
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do_add_window(buffer, threading_model);
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do_add_gsg(host->get_gsg(), pipe, threading_model);
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return buffer;
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}
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// If force-parasite-buffer is set, we create a parasite buffer even
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// if it's less than ideal. You might set this if you really don't
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// trust your graphics driver's support for offscreen buffers.
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if (force_parasite_buffer && can_use_parasite) {
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ParasiteBuffer *buffer = new ParasiteBuffer(host, name, x_size, y_size, flags);
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buffer->_sort = sort;
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do_add_window(buffer, threading_model);
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do_add_gsg(host->get_gsg(), pipe, threading_model);
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return buffer;
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}
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// Ask the pipe to create a window.
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for (int retry=0; retry<10; retry++) {
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bool precertify = false;
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PT(GraphicsOutput) window =
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pipe->make_output(name, fb_prop, win_prop, flags, this, gsg, host, retry, precertify);
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if (window != (GraphicsOutput *)NULL) {
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window->_sort = sort;
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if ((precertify) && (gsg != 0) && (window->get_gsg()==gsg)) {
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do_add_window(window, threading_model);
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do_add_gsg(window->get_gsg(), pipe, threading_model);
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return window;
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}
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do_add_window(window, threading_model);
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open_windows();
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if (window->is_valid()) {
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do_add_gsg(window->get_gsg(), pipe, threading_model);
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if (window->get_fb_properties().subsumes(fb_prop)) {
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return window;
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} else {
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if (flags & GraphicsPipe::BF_fb_props_optional) {
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display_cat.warning()
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<< "FrameBufferProperties available less than requested.\n";
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return window;
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}
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display_cat.error()
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<< "Could not get requested FrameBufferProperties; abandoning window.\n";
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display_cat.error(false)
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<< " requested: " << fb_prop << "\n"
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<< " got: " << window->get_fb_properties() << "\n";
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}
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} else {
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display_cat.info()
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<< window->get_type() << " wouldn't open; abandoning.\n";
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}
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// No good; delete the window and keep trying.
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bool removed = remove_window(window);
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nassertr(removed, NULL);
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}
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}
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// Parasite buffers were not preferred, but the pipe could not
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// create a window to the user's specs. Try a parasite as a
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// last hope.
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if (can_use_parasite) {
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ParasiteBuffer *buffer = new ParasiteBuffer(host, name, x_size, y_size, flags);
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buffer->_sort = sort;
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do_add_window(buffer, threading_model);
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do_add_gsg(host->get_gsg(), pipe, threading_model);
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return buffer;
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}
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// Could not create a window to the user's specs.
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return NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::remove_window
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// Access: Published
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// Description: Removes the indicated window or offscreen buffer from
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// the set of windows that will be processed when
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// render_frame() is called. This also closes the
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// window if it is open, and removes the window from its
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// GraphicsPipe, allowing the window to be destructed if
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// there are no other references to it. (However, the
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// window may not be actually closed until next frame,
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// if it is controlled by a sub-thread.)
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//
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// The return value is true if the window was removed,
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// false if it was not found.
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//
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// Unlike remove_all_windows(), this function does not
|
|
// terminate any of the threads that may have been
|
|
// started to service this window; they are left running
|
|
// (since you might open a new window later on these
|
|
// threads). If your intention is to clean up before
|
|
// shutting down, it is better to call
|
|
// remove_all_windows() then to call remove_window() one
|
|
// at a time.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::
|
|
remove_window(GraphicsOutput *window) {
|
|
nassertr(window != NULL, false);
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
|
|
// First, make sure we know what this window is.
|
|
PT(GraphicsOutput) ptwin = window;
|
|
size_t count;
|
|
{
|
|
LightReMutexHolder holder(_lock, current_thread);
|
|
if (!_windows_sorted) {
|
|
do_resort_windows();
|
|
}
|
|
count = _windows.erase(ptwin);
|
|
}
|
|
if (count == 0) {
|
|
// Never heard of this window. Do nothing.
|
|
return false;
|
|
}
|
|
|
|
do_remove_window(window, current_thread);
|
|
|
|
GraphicsStateGuardian *gsg = window->get_gsg();
|
|
if (gsg != (GraphicsStateGuardian *)NULL) {
|
|
PreparedGraphicsObjects *pgo = gsg->get_prepared_objects();
|
|
if (pgo != (PreparedGraphicsObjects *)NULL) {
|
|
// Check to see if any other still-active windows share this
|
|
// context.
|
|
bool any_common = false;
|
|
{
|
|
LightReMutexHolder holder(_lock, current_thread);
|
|
Windows::iterator wi;
|
|
for (wi = _windows.begin(); wi != _windows.end() && !any_common; ++wi) {
|
|
GraphicsStateGuardian *gsg2 = (*wi)->get_gsg();
|
|
if (gsg2 != (GraphicsStateGuardian *)NULL &&
|
|
gsg2->get_prepared_objects() == pgo) {
|
|
any_common = true;
|
|
}
|
|
}
|
|
}
|
|
if (!any_common) {
|
|
// If no windows still use this context, release all textures,
|
|
// etc. We do this in case there is a floating pointer
|
|
// somewhere keeping the GSG from destructing when its window
|
|
// goes away. A leaked GSG pointer is bad enough, but there's
|
|
// no reason we also need to keep around all of the objects
|
|
// allocated on graphics memory.
|
|
pgo->release_all();
|
|
}
|
|
}
|
|
}
|
|
|
|
nassertr(count == 1, true);
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::remove_all_windows
|
|
// Access: Published
|
|
// Description: Removes and closes all windows from the engine. This
|
|
// also cleans up and terminates any threads that have
|
|
// been started to service those windows.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
remove_all_windows() {
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
|
|
// Let's move the _windows vector into a local copy first, and walk
|
|
// through that local copy, just in case someone we call during the
|
|
// loop attempts to modify _windows. I don't know what code would
|
|
// be doing this, but it appeared to be happening, and this worked
|
|
// around it.
|
|
Windows old_windows;
|
|
old_windows.swap(_windows);
|
|
Windows::iterator wi;
|
|
for (wi = old_windows.begin(); wi != old_windows.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
nassertv(win != NULL);
|
|
do_remove_window(win, current_thread);
|
|
GraphicsStateGuardian *gsg = win->get_gsg();
|
|
if (gsg != (GraphicsStateGuardian *)NULL) {
|
|
gsg->release_all();
|
|
}
|
|
}
|
|
|
|
_app.do_close(this, current_thread);
|
|
_app.do_pending(this, current_thread);
|
|
terminate_threads(current_thread);
|
|
|
|
// It seems a safe assumption that we're about to exit the
|
|
// application or otherwise shut down Panda. Although it's a bit of
|
|
// a hack, since it's not really related to removing windows, this
|
|
// would nevertheless be a fine time to ensure the model cache (if
|
|
// any) has been flushed to disk.
|
|
BamCache *cache = BamCache::get_global_ptr();
|
|
cache->flush_index();
|
|
|
|
// And, hey, let's stop the vertex paging threads, if any.
|
|
VertexDataPage::stop_threads();
|
|
|
|
AsyncTaskManager::get_global_ptr()->stop_threads();
|
|
|
|
#ifdef DO_PSTATS
|
|
PStatClient::get_global_pstats()->disconnect();
|
|
#endif
|
|
|
|
// Well, and why not clean up all threads here?
|
|
Thread::prepare_for_exit();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::reset_all_windows
|
|
// Access: Published
|
|
// Description: Resets the framebuffer of the current window. This
|
|
// is currently used by DirectX 8 only. It calls a
|
|
// reset_window function on each active window to
|
|
// release/create old/new framebuffer
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
reset_all_windows(bool swapchain) {
|
|
Windows::iterator wi;
|
|
for (wi = _windows.begin(); wi != _windows.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
// if (win->is_active())
|
|
win->reset_window(swapchain);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::is_empty
|
|
// Access: Published
|
|
// Description: Returns true if there are no windows or buffers
|
|
// managed by the engine, false if there is at least
|
|
// one.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::
|
|
is_empty() const {
|
|
return _windows.empty();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::get_num_windows
|
|
// Access: Published
|
|
// Description: Returns the number of windows (or buffers) managed by
|
|
// the engine.
|
|
////////////////////////////////////////////////////////////////////
|
|
int GraphicsEngine::
|
|
get_num_windows() const {
|
|
return _windows.size();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::get_window
|
|
// Access: Published
|
|
// Description: Returns the nth window or buffers managed by the
|
|
// engine, in sorted order.
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsOutput *GraphicsEngine::
|
|
get_window(int n) const {
|
|
nassertr(n >= 0 && n < (int)_windows.size(), NULL);
|
|
|
|
if (!_windows_sorted) {
|
|
((GraphicsEngine *)this)->do_resort_windows();
|
|
}
|
|
return _windows[n];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::render_frame
|
|
// Access: Published
|
|
// Description: Renders the next frame in all the registered windows,
|
|
// and flips all of the frame buffers.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
render_frame() {
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
|
|
// Since this gets called every frame, we should take advantage of
|
|
// the opportunity to flush the cache if necessary.
|
|
BamCache *cache = BamCache::get_global_ptr();
|
|
cache->consider_flush_index();
|
|
|
|
// Anything that happens outside of GraphicsEngine::render_frame()
|
|
// is deemed to be App.
|
|
#ifdef DO_PSTATS
|
|
_render_frame_pcollector.start();
|
|
if (_app_pcollector.is_started()) {
|
|
_app_pcollector.stop();
|
|
}
|
|
#endif
|
|
|
|
if (_needs_open_windows) {
|
|
// Make sure our buffers and windows are fully realized before we
|
|
// render a frame. We do this particularly to realize our
|
|
// offscreen buffers, so that we don't render a frame before the
|
|
// offscreen buffers are ready (which might result in a frame
|
|
// going by without some textures having been rendered).
|
|
open_windows();
|
|
}
|
|
|
|
ClockObject *global_clock = ClockObject::get_global_clock();
|
|
|
|
if (display_cat.is_spam()) {
|
|
display_cat.spam()
|
|
<< "render_frame() - frame " << global_clock->get_frame_count() << "\n";
|
|
}
|
|
|
|
{
|
|
LightReMutexHolder holder(_lock, current_thread);
|
|
|
|
if (!_windows_sorted) {
|
|
do_resort_windows();
|
|
}
|
|
|
|
if (sync_flip && _flip_state != FS_flip) {
|
|
do_flip_frame(current_thread);
|
|
}
|
|
|
|
// Are any of the windows ready to be deleted?
|
|
Windows new_windows;
|
|
new_windows.reserve(_windows.size());
|
|
Windows::iterator wi;
|
|
for (wi = _windows.begin(); wi != _windows.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
nassertv(win != NULL);
|
|
if (win->get_delete_flag()) {
|
|
do_remove_window(win, current_thread);
|
|
|
|
} else {
|
|
new_windows.push_back(win);
|
|
|
|
// Let's calculate each scene's bounding volume here in App,
|
|
// before we cycle the pipeline. The cull traversal will
|
|
// calculate it anyway, but if we calculate it in App first
|
|
// before it gets calculated in the Cull thread, it will be more
|
|
// likely to stick for subsequent frames, so we won't have to
|
|
// recompute it each frame.
|
|
int num_drs = win->get_num_active_display_regions();
|
|
for (int i = 0; i < num_drs; ++i) {
|
|
DisplayRegion *dr = win->get_active_display_region(i);
|
|
if (dr != (DisplayRegion *)NULL) {
|
|
NodePath camera_np = dr->get_camera(current_thread);
|
|
if (!camera_np.is_empty()) {
|
|
Camera *camera = DCAST(Camera, camera_np.node());
|
|
NodePath scene = camera->get_scene();
|
|
if (scene.is_empty()) {
|
|
scene = camera_np.get_top(current_thread);
|
|
}
|
|
if (!scene.is_empty()) {
|
|
scene.get_bounds(current_thread);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_windows.swap(new_windows);
|
|
|
|
// Go ahead and release any textures' ram images for textures that
|
|
// were drawn in the previous frame.
|
|
LoadedTextures::iterator lti;
|
|
for (lti = _loaded_textures.begin(); lti != _loaded_textures.end(); ++lti) {
|
|
LoadedTexture < = (*lti);
|
|
if (lt._tex->get_image_modified() == lt._image_modified) {
|
|
lt._tex->texture_uploaded();
|
|
}
|
|
}
|
|
_loaded_textures.clear();
|
|
|
|
// Now it's time to do any drawing from the main frame--after all of
|
|
// the App code has executed, but before we begin the next frame.
|
|
_app.do_frame(this, current_thread);
|
|
|
|
// Grab each thread's mutex again after all windows have flipped,
|
|
// and wait for the thread to finish.
|
|
{
|
|
PStatTimer timer(_wait_pcollector, current_thread);
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.acquire();
|
|
|
|
while (thread->_thread_state != TS_wait) {
|
|
thread->_cv_done.wait();
|
|
}
|
|
}
|
|
}
|
|
|
|
#if defined(THREADED_PIPELINE) && defined(DO_PSTATS)
|
|
_cyclers_pcollector.set_level(_pipeline->get_num_cyclers());
|
|
_dirty_cyclers_pcollector.set_level(_pipeline->get_num_dirty_cyclers());
|
|
|
|
#ifdef DEBUG_THREADS
|
|
if (PStatClient::is_connected()) {
|
|
_pipeline->iterate_all_cycler_types(pstats_count_cycler_type, this);
|
|
_pipeline->iterate_dirty_cycler_types(pstats_count_dirty_cycler_type, this);
|
|
}
|
|
#endif // DEBUG_THREADS
|
|
|
|
#endif // THREADED_PIPELINE && DO_PSTATS
|
|
|
|
GeomCacheManager::flush_level();
|
|
CullTraverser::flush_level();
|
|
RenderState::flush_level();
|
|
TransformState::flush_level();
|
|
CullableObject::flush_level();
|
|
|
|
// Now cycle the pipeline and officially begin the next frame.
|
|
#ifdef THREADED_PIPELINE
|
|
{
|
|
PStatTimer timer(_cycle_pcollector, current_thread);
|
|
_pipeline->cycle();
|
|
}
|
|
#endif // THREADED_PIPELINE
|
|
|
|
global_clock->tick(current_thread);
|
|
if (global_clock->check_errors(current_thread)) {
|
|
throw_event("clock_error");
|
|
}
|
|
|
|
#ifdef DO_PSTATS
|
|
PStatClient::main_tick();
|
|
|
|
// Reset our pcollectors that track data across the frame.
|
|
CullTraverser::_nodes_pcollector.clear_level();
|
|
CullTraverser::_geom_nodes_pcollector.clear_level();
|
|
CullTraverser::_geoms_pcollector.clear_level();
|
|
GeomCacheManager::_geom_cache_active_pcollector.clear_level();
|
|
GeomCacheManager::_geom_cache_record_pcollector.clear_level();
|
|
GeomCacheManager::_geom_cache_erase_pcollector.clear_level();
|
|
GeomCacheManager::_geom_cache_evict_pcollector.clear_level();
|
|
|
|
GraphicsStateGuardian::init_frame_pstats();
|
|
|
|
_transform_states_pcollector.set_level(TransformState::get_num_states());
|
|
_render_states_pcollector.set_level(RenderState::get_num_states());
|
|
if (pstats_unused_states) {
|
|
_transform_states_unused_pcollector.set_level(TransformState::get_num_unused_states());
|
|
_render_states_unused_pcollector.set_level(RenderState::get_num_unused_states());
|
|
}
|
|
|
|
_sw_sprites_pcollector.clear_level();
|
|
|
|
_cnode_volume_pcollector.clear_level();
|
|
_gnode_volume_pcollector.clear_level();
|
|
_geom_volume_pcollector.clear_level();
|
|
_node_volume_pcollector.clear_level();
|
|
_volume_pcollector.clear_level();
|
|
_test_pcollector.clear_level();
|
|
_volume_polygon_pcollector.clear_level();
|
|
_test_polygon_pcollector.clear_level();
|
|
_volume_plane_pcollector.clear_level();
|
|
_test_plane_pcollector.clear_level();
|
|
_volume_sphere_pcollector.clear_level();
|
|
_test_sphere_pcollector.clear_level();
|
|
_volume_tube_pcollector.clear_level();
|
|
_test_tube_pcollector.clear_level();
|
|
_volume_inv_sphere_pcollector.clear_level();
|
|
_test_inv_sphere_pcollector.clear_level();
|
|
_volume_geom_pcollector.clear_level();
|
|
_test_geom_pcollector.clear_level();
|
|
_occlusion_untested_pcollector.clear_level();
|
|
_occlusion_passed_pcollector.clear_level();
|
|
_occlusion_failed_pcollector.clear_level();
|
|
_occlusion_tests_pcollector.clear_level();
|
|
|
|
if (PStatClient::is_connected()) {
|
|
size_t small_buf = GeomVertexArrayData::get_small_lru()->get_total_size();
|
|
size_t independent = GeomVertexArrayData::get_independent_lru()->get_total_size();
|
|
size_t resident = VertexDataPage::get_global_lru(VertexDataPage::RC_resident)->get_total_size();
|
|
size_t compressed = VertexDataPage::get_global_lru(VertexDataPage::RC_compressed)->get_total_size();
|
|
size_t pending = VertexDataPage::get_pending_lru()->get_total_size();
|
|
|
|
VertexDataSaveFile *save_file = VertexDataPage::get_save_file();
|
|
size_t total_disk = save_file->get_total_file_size();
|
|
size_t used_disk = save_file->get_used_file_size();
|
|
|
|
_vertex_data_small_pcollector.set_level(small_buf);
|
|
_vertex_data_independent_pcollector.set_level(independent);
|
|
_vertex_data_pending_pcollector.set_level(pending);
|
|
_vertex_data_resident_pcollector.set_level(resident);
|
|
_vertex_data_compressed_pcollector.set_level(compressed);
|
|
_vertex_data_unused_disk_pcollector.set_level(total_disk - used_disk);
|
|
_vertex_data_used_disk_pcollector.set_level(used_disk);
|
|
}
|
|
|
|
#endif // DO_PSTATS
|
|
|
|
GeomVertexArrayData::lru_epoch();
|
|
|
|
// Now signal all of our threads to begin their next frame.
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
if (thread->_thread_state == TS_wait) {
|
|
thread->_thread_state = TS_do_frame;
|
|
thread->_cv_start.notify();
|
|
}
|
|
thread->_cv_mutex.release();
|
|
}
|
|
|
|
// Some threads may still be drawing, so indicate that we have to
|
|
// wait for those threads before we can flip.
|
|
_flip_state = _auto_flip ? FS_flip : FS_draw;
|
|
}
|
|
|
|
// Now the lock is released.
|
|
|
|
if (yield_timeslice) {
|
|
// Nap for a moment to yield the timeslice, to be polite to other
|
|
// running applications.
|
|
PStatTimer timer(_yield_pcollector, current_thread);
|
|
Thread::force_yield();
|
|
} else if (!Thread::is_true_threads()) {
|
|
PStatTimer timer(_yield_pcollector, current_thread);
|
|
Thread::consider_yield();
|
|
}
|
|
|
|
// Anything that happens outside of GraphicsEngine::render_frame()
|
|
// is deemed to be App.
|
|
_app_pcollector.start();
|
|
_render_frame_pcollector.stop();
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::open_windows
|
|
// Access: Published
|
|
// Description: Fully opens (or closes) any windows that have
|
|
// recently been requested open or closed, without
|
|
// rendering any frames. It is not necessary to call
|
|
// this explicitly, since windows will be automatically
|
|
// opened or closed when the next frame is rendered, but
|
|
// you may call this if you want your windows now
|
|
// without seeing a frame go by.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
open_windows() {
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
|
|
LightReMutexHolder holder(_lock, current_thread);
|
|
|
|
if (!_windows_sorted) {
|
|
do_resort_windows();
|
|
}
|
|
|
|
// We do it twice, to allow both cull and draw to process the
|
|
// window.
|
|
for (int i = 0; i < 2; ++i) {
|
|
_app.do_windows(this, current_thread);
|
|
_app.do_pending(this, current_thread);
|
|
|
|
PStatTimer timer(_wait_pcollector, current_thread);
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.acquire();
|
|
|
|
while (thread->_thread_state != TS_wait) {
|
|
thread->_cv_done.wait();
|
|
}
|
|
|
|
thread->_thread_state = TS_do_windows;
|
|
thread->_cv_start.notify();
|
|
thread->_cv_mutex.release();
|
|
}
|
|
}
|
|
|
|
_needs_open_windows = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::sync_frame
|
|
// Access: Published
|
|
// Description: Waits for all the threads that started drawing their
|
|
// last frame to finish drawing. The windows are not
|
|
// yet flipped when this returns; see also flip_frame().
|
|
// It is not usually necessary to call this explicitly,
|
|
// unless you need to see the previous frame right away.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
sync_frame() {
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
LightReMutexHolder holder(_lock, current_thread);
|
|
|
|
if (_flip_state == FS_draw) {
|
|
do_sync_frame(current_thread);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::flip_frame
|
|
// Access: Published
|
|
// Description: Waits for all the threads that started drawing their
|
|
// last frame to finish drawing, and then flips all the
|
|
// windows. It is not usually necessary to call this
|
|
// explicitly, unless you need to see the previous frame
|
|
// right away.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
flip_frame() {
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
LightReMutexHolder holder(_lock, current_thread);
|
|
|
|
if (_flip_state != FS_flip) {
|
|
do_flip_frame(current_thread);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::extract_texture_data
|
|
// Access: Published
|
|
// Description: Asks the indicated GraphicsStateGuardian to retrieve
|
|
// the texture memory image of the indicated texture and
|
|
// store it in the texture's ram_image field. The image
|
|
// can then be written to disk via Texture::write(), or
|
|
// otherwise manipulated on the CPU.
|
|
//
|
|
// This is useful for retrieving the contents of a
|
|
// texture that has been somehow generated on the
|
|
// graphics card, instead of having been loaded the
|
|
// normal way via Texture::read() or Texture::load().
|
|
// It is particularly useful for getting the data
|
|
// associated with a compressed texture image.
|
|
//
|
|
// Since this requires a round-trip to the draw thread,
|
|
// it may require waiting for the current thread to
|
|
// finish rendering if it is called in a multithreaded
|
|
// environment. However, you can call this several
|
|
// consecutive times on different textures for little
|
|
// additional cost.
|
|
//
|
|
// If the texture has not yet been loaded to the GSG in
|
|
// question, it will be loaded immediately.
|
|
//
|
|
// The return value is true if the operation is
|
|
// successful, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::
|
|
extract_texture_data(Texture *tex, GraphicsStateGuardian *gsg) {
|
|
LightReMutexHolder holder(_lock);
|
|
|
|
string draw_name = gsg->get_threading_model().get_draw_name();
|
|
if (draw_name.empty()) {
|
|
// A single-threaded environment. No problem.
|
|
return gsg->extract_texture_data(tex);
|
|
|
|
} else {
|
|
// A multi-threaded environment. We have to wait until the draw
|
|
// thread has finished its current task.
|
|
WindowRenderer *wr = get_window_renderer(draw_name, 0);
|
|
RenderThread *thread = (RenderThread *)wr;
|
|
MutexHolder holder2(thread->_cv_mutex);
|
|
|
|
while (thread->_thread_state != TS_wait) {
|
|
thread->_cv_done.wait();
|
|
}
|
|
|
|
// OK, now the draw thread is idle. That's really good enough for
|
|
// our purposes; we don't *actually* need to make the draw thread
|
|
// do the work--it's sufficient that it's not doing anything else
|
|
// while we access the GSG.
|
|
return gsg->extract_texture_data(tex);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::get_global_ptr
|
|
// Access: Published, Static
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsEngine *GraphicsEngine::
|
|
get_global_ptr() {
|
|
if (_global_ptr == NULL) {
|
|
_global_ptr = new GraphicsEngine;
|
|
PandaNode::set_scene_root_func(&scene_root_func);
|
|
}
|
|
return _global_ptr;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::texture_uploaded
|
|
// Access: Public
|
|
// Description: This method is called by the GraphicsStateGuardian
|
|
// after a texture has been successfully uploaded to
|
|
// graphics memory. It is intended as a callback so the
|
|
// texture can release its RAM image, if _keep_ram_image
|
|
// is false.
|
|
//
|
|
// Normally, this is not called directly except by the
|
|
// GraphicsStateGuardian. It will be called in the draw
|
|
// thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
texture_uploaded(Texture *tex) {
|
|
LightReMutexHolder holder(_lock);
|
|
// We defer this until the end of the frame; multiple GSG's might be
|
|
// rendering the texture within the same frame, and we don't want to
|
|
// dump the texture image until they've all had a chance at it.
|
|
_loaded_textures.push_back(LoadedTexture());
|
|
LoadedTexture < = _loaded_textures.back();
|
|
lt._tex = tex;
|
|
lt._image_modified = tex->get_image_modified();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_cull
|
|
// Access: Public, Static
|
|
// Description: Fires off a cull traversal using the indicated camera.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_cull(CullHandler *cull_handler, SceneSetup *scene_setup,
|
|
GraphicsStateGuardian *gsg, Thread *current_thread) {
|
|
DisplayRegion *dr = scene_setup->get_display_region();
|
|
PStatTimer timer(dr->get_cull_region_pcollector(), current_thread);
|
|
|
|
CullTraverser *trav = dr->get_cull_traverser();
|
|
trav->set_cull_handler(cull_handler);
|
|
trav->set_scene(scene_setup, gsg, dr->get_incomplete_render());
|
|
|
|
trav->set_view_frustum(NULL);
|
|
if (view_frustum_cull) {
|
|
// If we're to be performing view-frustum culling, determine the
|
|
// bounding volume associated with the current viewing frustum.
|
|
|
|
// First, we have to get the current viewing frustum, which comes
|
|
// from the lens.
|
|
PT(BoundingVolume) bv = scene_setup->get_lens()->make_bounds();
|
|
|
|
if (bv != (BoundingVolume *)NULL &&
|
|
bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
|
|
// Transform it into the appropriate coordinate space.
|
|
PT(GeometricBoundingVolume) local_frustum;
|
|
local_frustum = DCAST(GeometricBoundingVolume, bv->make_copy());
|
|
|
|
NodePath scene_parent = scene_setup->get_scene_root().get_parent(current_thread);
|
|
CPT(TransformState) cull_center_transform =
|
|
scene_setup->get_cull_center().get_transform(scene_parent, current_thread);
|
|
local_frustum->xform(cull_center_transform->get_mat());
|
|
|
|
trav->set_view_frustum(local_frustum);
|
|
}
|
|
}
|
|
|
|
trav->traverse(scene_setup->get_scene_root());
|
|
trav->end_traverse();
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::scene_root_func
|
|
// Access: Private, Static
|
|
// Description: This function is added to PandaNode::scene_root_func
|
|
// to implement PandaNode::is_scene_root().
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::
|
|
scene_root_func(const PandaNode *node) {
|
|
return _global_ptr->is_scene_root(node);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::is_scene_root
|
|
// Access: Private
|
|
// Description: Returns true if the indicated node is known to be
|
|
// the render root of some active DisplayRegion
|
|
// associated with this GraphicsEngine, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::
|
|
is_scene_root(const PandaNode *node) {
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
|
|
Windows::const_iterator wi;
|
|
for (wi = _windows.begin(); wi != _windows.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
if (win->is_active() && win->get_gsg()->is_active()) {
|
|
int num_display_regions = win->get_num_active_display_regions();
|
|
for (int i = 0; i < num_display_regions; i++) {
|
|
DisplayRegion *dr = win->get_active_display_region(i);
|
|
if (dr != (DisplayRegion *)NULL) {
|
|
NodePath camera = dr->get_camera();
|
|
if (camera.is_empty()) {
|
|
continue;
|
|
}
|
|
|
|
Camera *camera_node;
|
|
DCAST_INTO_R(camera_node, camera.node(), false);
|
|
if (!camera_node->is_active()) {
|
|
continue;
|
|
}
|
|
|
|
NodePath scene_root = camera_node->get_scene();
|
|
if (scene_root.is_empty()) {
|
|
// If there's no explicit scene specified, use whatever scene the
|
|
// camera is parented within. This is the normal and preferred
|
|
// case; the use of an explicit scene is now deprecated.
|
|
scene_root = camera.get_top(current_thread);
|
|
}
|
|
|
|
if (scene_root.node() == node) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::set_window_sort
|
|
// Access: Private
|
|
// Description: Changes the sort value of a particular window (or
|
|
// buffer) on the GraphicsEngine. This requires
|
|
// securing the mutex.
|
|
//
|
|
// Users shouldn't call this directly; use
|
|
// GraphicsOutput::set_sort() instead.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
set_window_sort(GraphicsOutput *window, int sort) {
|
|
LightReMutexHolder holder(_lock);
|
|
window->_sort = sort;
|
|
_windows_sorted = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::cull_and_draw_together
|
|
// Access: Private
|
|
// Description: This is called in the cull+draw thread by individual
|
|
// RenderThread objects during the frame rendering. It
|
|
// culls the geometry and immediately draws it, without
|
|
// first collecting it into bins. This is used when the
|
|
// threading model begins with the "-" character.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
cull_and_draw_together(const GraphicsEngine::Windows &wlist,
|
|
Thread *current_thread) {
|
|
PStatTimer timer(_cull_pcollector, current_thread);
|
|
|
|
Windows::const_iterator wi;
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
if (win->is_active() && win->get_gsg()->is_active()) {
|
|
if (win->flip_ready()) {
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_begin_pcollector, current_thread);
|
|
win->begin_flip();
|
|
}
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_end_pcollector, current_thread);
|
|
win->end_flip();
|
|
}
|
|
}
|
|
|
|
if (win->begin_frame(GraphicsOutput::FM_render, current_thread)) {
|
|
win->clear(current_thread);
|
|
|
|
int num_display_regions = win->get_num_active_display_regions();
|
|
for (int i = 0; i < num_display_regions; i++) {
|
|
DisplayRegion *dr = win->get_active_display_region(i);
|
|
if (dr != (DisplayRegion *)NULL) {
|
|
cull_and_draw_together(win, dr, current_thread);
|
|
}
|
|
}
|
|
win->end_frame(GraphicsOutput::FM_render, current_thread);
|
|
|
|
if (_auto_flip) {
|
|
if (win->flip_ready()) {
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_begin_pcollector, current_thread);
|
|
win->begin_flip();
|
|
}
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_end_pcollector, current_thread);
|
|
win->end_flip();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::cull_and_draw_together
|
|
// Access: Private
|
|
// Description: Called only from within the inner loop in
|
|
// cull_and_draw_together(), above.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
cull_and_draw_together(GraphicsOutput *win, DisplayRegion *dr,
|
|
Thread *current_thread) {
|
|
GraphicsStateGuardian *gsg = win->get_gsg();
|
|
nassertv(gsg != (GraphicsStateGuardian *)NULL);
|
|
|
|
DisplayRegionPipelineReader *dr_reader =
|
|
new DisplayRegionPipelineReader(dr, current_thread);
|
|
|
|
win->change_scenes(dr_reader);
|
|
gsg->prepare_display_region(dr_reader, dr_reader->get_stereo_channel());
|
|
|
|
if (dr_reader->is_any_clear_active()) {
|
|
gsg->clear(dr);
|
|
}
|
|
|
|
PT(SceneSetup) scene_setup = setup_scene(gsg, dr_reader);
|
|
if (scene_setup == (SceneSetup *)NULL) {
|
|
// Never mind.
|
|
|
|
} else if (dr_reader->get_object()->is_stereo()) {
|
|
// Don't draw stereo DisplayRegions directly.
|
|
|
|
} else if (!gsg->set_scene(scene_setup)) {
|
|
// The scene or lens is inappropriate somehow.
|
|
display_cat.error()
|
|
<< gsg->get_type() << " cannot render scene with specified lens.\n";
|
|
|
|
} else {
|
|
DrawCullHandler cull_handler(gsg);
|
|
if (gsg->begin_scene()) {
|
|
delete dr_reader;
|
|
dr_reader = NULL;
|
|
|
|
CallbackObject *cbobj = dr->get_cull_callback();
|
|
if (cbobj != (CallbackObject *)NULL) {
|
|
// Issue the cull callback on this DisplayRegion.
|
|
DisplayRegionCullCallbackData cbdata(&cull_handler, scene_setup);
|
|
cbobj->do_callback(&cbdata);
|
|
|
|
// The callback has taken care of the culling.
|
|
|
|
} else {
|
|
// Perform the cull normally.
|
|
do_cull(&cull_handler, scene_setup, gsg, current_thread);
|
|
}
|
|
|
|
gsg->end_scene();
|
|
}
|
|
}
|
|
|
|
if (dr_reader != (DisplayRegionPipelineReader *)NULL) {
|
|
delete dr_reader;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::cull_to_bins
|
|
// Access: Private
|
|
// Description: This is called in the cull thread by individual
|
|
// RenderThread objects during the frame rendering. It
|
|
// collects the geometry into bins in preparation for
|
|
// drawing.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
cull_to_bins(const GraphicsEngine::Windows &wlist, Thread *current_thread) {
|
|
PStatTimer timer(_cull_pcollector, current_thread);
|
|
|
|
_singular_warning_last_frame = _singular_warning_this_frame;
|
|
_singular_warning_this_frame = false;
|
|
|
|
// Keep track of the cameras we have already used in this thread to
|
|
// render DisplayRegions.
|
|
typedef pmap<NodePath, DisplayRegion *> AlreadyCulled;
|
|
AlreadyCulled already_culled;
|
|
|
|
Windows::const_iterator wi;
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
if (win->is_active() && win->get_gsg()->is_active()) {
|
|
PStatTimer timer(win->get_cull_window_pcollector(), current_thread);
|
|
int num_display_regions = win->get_num_active_display_regions();
|
|
for (int i = 0; i < num_display_regions; ++i) {
|
|
DisplayRegion *dr = win->get_active_display_region(i);
|
|
if (dr != (DisplayRegion *)NULL) {
|
|
DisplayRegionPipelineReader *dr_reader =
|
|
new DisplayRegionPipelineReader(dr, current_thread);
|
|
NodePath camera = dr_reader->get_camera();
|
|
AlreadyCulled::iterator aci = already_culled.insert(AlreadyCulled::value_type(camera, NULL)).first;
|
|
if ((*aci).second == NULL) {
|
|
// We have not used this camera already in this thread.
|
|
// Perform the cull operation.
|
|
delete dr_reader;
|
|
dr_reader = NULL;
|
|
(*aci).second = dr;
|
|
cull_to_bins(win, dr, current_thread);
|
|
|
|
} else {
|
|
// We have already culled a scene using this camera in
|
|
// this thread, and now we're being asked to cull another
|
|
// scene using the same camera. (Maybe this represents
|
|
// two different DisplayRegions for the left and right
|
|
// channels of a stereo image.) Of course, the cull
|
|
// result will be the same, so just use the result from
|
|
// the other DisplayRegion.
|
|
DisplayRegion *other_dr = (*aci).second;
|
|
dr->set_cull_result(other_dr->get_cull_result(current_thread),
|
|
setup_scene(win->get_gsg(), dr_reader),
|
|
current_thread);
|
|
}
|
|
|
|
if (dr_reader != (DisplayRegionPipelineReader *)NULL) {
|
|
delete dr_reader;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::cull_to_bins
|
|
// Access: Private
|
|
// Description: Called only within the inner loop of cull_to_bins(),
|
|
// above.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
cull_to_bins(GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread) {
|
|
GraphicsStateGuardian *gsg = win->get_gsg();
|
|
nassertv(gsg != (GraphicsStateGuardian *)NULL);
|
|
|
|
PT(CullResult) cull_result;
|
|
PT(SceneSetup) scene_setup;
|
|
{
|
|
PStatTimer timer(_cull_setup_pcollector, current_thread);
|
|
DisplayRegionPipelineReader dr_reader(dr, current_thread);
|
|
scene_setup = setup_scene(gsg, &dr_reader);
|
|
cull_result = dr->get_cull_result(current_thread);
|
|
|
|
if (cull_result != (CullResult *)NULL) {
|
|
cull_result = cull_result->make_next();
|
|
|
|
} else {
|
|
// This DisplayRegion has no cull results; draw it.
|
|
cull_result = new CullResult(gsg, dr->get_draw_region_pcollector());
|
|
}
|
|
}
|
|
|
|
if (scene_setup != (SceneSetup *)NULL) {
|
|
BinCullHandler cull_handler(cull_result);
|
|
CallbackObject *cbobj = dr->get_cull_callback();
|
|
if (cbobj != (CallbackObject *)NULL) {
|
|
// Issue the cull callback on this DisplayRegion.
|
|
DisplayRegionCullCallbackData cbdata(&cull_handler, scene_setup);
|
|
cbobj->do_callback(&cbdata);
|
|
|
|
// The callback has taken care of the culling.
|
|
|
|
} else {
|
|
// Perform the cull normally.
|
|
do_cull(&cull_handler, scene_setup, gsg, current_thread);
|
|
}
|
|
|
|
PStatTimer timer(_cull_sort_pcollector, current_thread);
|
|
cull_result->finish_cull(scene_setup, current_thread);
|
|
}
|
|
|
|
// Save the results for next frame.
|
|
dr->set_cull_result(cull_result, scene_setup, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::draw_bins
|
|
// Access: Private
|
|
// Description: This is called in the draw thread by individual
|
|
// RenderThread objects during the frame rendering. It
|
|
// issues the graphics commands to draw the objects that
|
|
// have been collected into bins by a previous call to
|
|
// cull_to_bins().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
draw_bins(const GraphicsEngine::Windows &wlist, Thread *current_thread) {
|
|
nassertv(wlist.verify_list());
|
|
|
|
size_t wlist_size = wlist.size();
|
|
for (size_t wi = 0; wi < wlist_size; ++wi) {
|
|
GraphicsOutput *win = wlist[wi];
|
|
if (win->is_active() && win->get_gsg()->is_active()) {
|
|
if (win->flip_ready()) {
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_begin_pcollector, current_thread);
|
|
win->begin_flip();
|
|
}
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_end_pcollector, current_thread);
|
|
win->end_flip();
|
|
}
|
|
}
|
|
|
|
PStatTimer timer(win->get_draw_window_pcollector(), current_thread);
|
|
if (win->begin_frame(GraphicsOutput::FM_render, current_thread)) {
|
|
win->clear(current_thread);
|
|
|
|
if (display_cat.is_spam()) {
|
|
display_cat.spam()
|
|
<< "Drawing window " << win->get_name() << "\n";
|
|
}
|
|
int num_display_regions = win->get_num_active_display_regions();
|
|
for (int i = 0; i < num_display_regions; ++i) {
|
|
DisplayRegion *dr = win->get_active_display_region(i);
|
|
if (dr != (DisplayRegion *)NULL) {
|
|
draw_bins(win, dr, current_thread);
|
|
}
|
|
}
|
|
win->end_frame(GraphicsOutput::FM_render, current_thread);
|
|
|
|
if (_auto_flip) {
|
|
if (win->flip_ready()) {
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_begin_pcollector, current_thread);
|
|
win->begin_flip();
|
|
}
|
|
{
|
|
PStatTimer timer(GraphicsEngine::_flip_end_pcollector, current_thread);
|
|
win->end_flip();
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (display_cat.is_spam()) {
|
|
display_cat.spam()
|
|
<< "Not drawing window " << win->get_name() << "\n";
|
|
}
|
|
}
|
|
} else {
|
|
if (display_cat.is_spam()) {
|
|
display_cat.spam()
|
|
<< "Window " << win->get_name() << " is inactive\n";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::draw_bins
|
|
// Access: Private
|
|
// Description: This variant on draw_bins() is only called from
|
|
// draw_bins(), above. It draws the cull result for a
|
|
// particular DisplayRegion.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
draw_bins(GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread) {
|
|
GraphicsStateGuardian *gsg = win->get_gsg();
|
|
nassertv(gsg != (GraphicsStateGuardian *)NULL);
|
|
|
|
PT(CullResult) cull_result = dr->get_cull_result(current_thread);
|
|
PT(SceneSetup) scene_setup = dr->get_scene_setup(current_thread);
|
|
do_draw(cull_result, scene_setup, win, dr, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::make_contexts
|
|
// Access: Private
|
|
// Description: Called in the draw thread, this calls make_context()
|
|
// on each window on the list to guarantee its gsg and
|
|
// graphics context both get created.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
make_contexts(const GraphicsEngine::Windows &wlist, Thread *current_thread) {
|
|
Windows::const_iterator wi;
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
if (win->begin_frame(GraphicsOutput::FM_refresh, current_thread)) {
|
|
win->end_frame(GraphicsOutput::FM_refresh, current_thread);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::process_events
|
|
// Access: Private
|
|
// Description: This is called by the RenderThread object to process
|
|
// all the windows events (resize, etc.) for the given
|
|
// list of windows. This is run in the window thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
process_events(const GraphicsEngine::Windows &wlist, Thread *current_thread) {
|
|
// We're not using a vector iterator here, since it's possible that
|
|
// the window list changes in an event, which would invalidate the
|
|
// iterator and cause a crash.
|
|
for (int i = 0; i < wlist.size(); ++i) {
|
|
wlist[i]->process_events();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::flip_windows
|
|
// Access: Private
|
|
// Description: This is called by the RenderThread object to flip the
|
|
// buffers for all of the non-single-buffered windows in
|
|
// the given list. This is run in the draw thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
flip_windows(const GraphicsEngine::Windows &wlist, Thread *current_thread) {
|
|
Windows::const_iterator wi;
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
if (win->flip_ready()) {
|
|
PStatTimer timer(GraphicsEngine::_flip_begin_pcollector, current_thread);
|
|
win->begin_flip();
|
|
}
|
|
}
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
if (win->flip_ready()) {
|
|
PStatTimer timer(GraphicsEngine::_flip_end_pcollector, current_thread);
|
|
win->end_flip();
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_sync_frame
|
|
// Access: Private
|
|
// Description: The implementation of sync_frame(). We assume _lock
|
|
// is already held before this method is called.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_sync_frame(Thread *current_thread) {
|
|
nassertv(_lock.debug_is_locked());
|
|
|
|
// Statistics
|
|
PStatTimer timer(_sync_pcollector, current_thread);
|
|
|
|
nassertv(_flip_state == FS_draw);
|
|
|
|
// Wait for all the threads to finish their current frame. Grabbing
|
|
// and releasing the mutex should achieve that.
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.acquire();
|
|
thread->_cv_mutex.release();
|
|
}
|
|
|
|
_flip_state = FS_sync;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_flip_frame
|
|
// Access: Private
|
|
// Description: The implementation of flip_frame(). We assume _lock
|
|
// is already held before this method is called.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_flip_frame(Thread *current_thread) {
|
|
nassertv(_lock.debug_is_locked());
|
|
|
|
// Statistics
|
|
PStatTimer timer(_flip_pcollector, current_thread);
|
|
|
|
nassertv(_flip_state == FS_draw || _flip_state == FS_sync);
|
|
|
|
// First, wait for all the threads to finish their current frame, if
|
|
// necessary. Grabbing the mutex (and waiting for TS_wait) should
|
|
// achieve that.
|
|
{
|
|
PStatTimer timer(_wait_pcollector, current_thread);
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.acquire();
|
|
|
|
while (thread->_thread_state != TS_wait) {
|
|
thread->_cv_done.wait();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now signal all of our threads to flip the windows.
|
|
_app.do_flip(this, current_thread);
|
|
|
|
{
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
nassertv(thread->_thread_state == TS_wait);
|
|
thread->_thread_state = TS_do_flip;
|
|
thread->_cv_start.notify();
|
|
thread->_cv_mutex.release();
|
|
}
|
|
}
|
|
|
|
_flip_state = FS_flip;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::setup_scene
|
|
// Access: Private
|
|
// Description: Returns a new SceneSetup object appropriate for
|
|
// rendering the scene from the indicated camera, or
|
|
// NULL if the scene should not be rendered for some
|
|
// reason.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(SceneSetup) GraphicsEngine::
|
|
setup_scene(GraphicsStateGuardian *gsg, DisplayRegionPipelineReader *dr) {
|
|
Thread *current_thread = dr->get_current_thread();
|
|
PStatTimer timer(_cull_setup_pcollector, current_thread);
|
|
|
|
GraphicsOutput *window = dr->get_window();
|
|
// The window pointer shouldn't be NULL, since we presumably got to
|
|
// this particular DisplayRegion by walking through a list on a
|
|
// window.
|
|
nassertr(window != (GraphicsOutput *)NULL, NULL);
|
|
|
|
NodePath camera = dr->get_camera();
|
|
if (camera.is_empty()) {
|
|
// No camera, no draw.
|
|
return NULL;
|
|
}
|
|
|
|
Camera *camera_node;
|
|
DCAST_INTO_R(camera_node, camera.node(), NULL);
|
|
|
|
if (!camera_node->is_active()) {
|
|
// Camera inactive, no draw.
|
|
return NULL;
|
|
}
|
|
camera_node->cleanup_aux_scene_data(current_thread);
|
|
|
|
int lens_index = dr->get_lens_index();
|
|
Lens *lens = camera_node->get_lens(lens_index);
|
|
if (lens == (Lens *)NULL || !camera_node->get_lens_active(lens_index)) {
|
|
// No lens, no draw.
|
|
return NULL;
|
|
}
|
|
|
|
NodePath scene_root = camera_node->get_scene();
|
|
if (scene_root.is_empty()) {
|
|
// If there's no explicit scene specified, use whatever scene the
|
|
// camera is parented within. This is the normal and preferred
|
|
// case; the use of an explicit scene is now deprecated.
|
|
scene_root = camera.get_top(current_thread);
|
|
}
|
|
|
|
PT(SceneSetup) scene_setup = new SceneSetup;
|
|
|
|
// We will need both the camera transform (the net transform to the
|
|
// camera from the scene) and the world transform (the camera
|
|
// transform inverse, or the net transform to the scene from the
|
|
// camera). These are actually defined from the parent of the
|
|
// scene_root, because the scene_root's own transform is immediately
|
|
// applied to these during rendering. (Normally, the parent of the
|
|
// scene_root is the empty NodePath, although it need not be.)
|
|
NodePath scene_parent = scene_root.get_parent(current_thread);
|
|
CPT(TransformState) camera_transform = camera.get_transform(scene_parent, current_thread);
|
|
CPT(TransformState) world_transform = scene_parent.get_transform(camera, current_thread);
|
|
|
|
if (camera_transform->is_invalid()) {
|
|
// There must be a singular transform over the scene.
|
|
if (!_singular_warning_last_frame) {
|
|
display_cat.warning()
|
|
<< "Scene " << scene_root << " has net scale ("
|
|
<< scene_root.get_scale(NodePath()) << "); cannot render.\n";
|
|
_singular_warning_this_frame = true;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
if (world_transform->is_invalid()) {
|
|
// There must be a singular transform over the camera.
|
|
if (!_singular_warning_last_frame) {
|
|
display_cat.warning()
|
|
<< "Camera " << camera << " has net scale ("
|
|
<< camera.get_scale(NodePath()) << "); cannot render.\n";
|
|
}
|
|
_singular_warning_this_frame = true;
|
|
return NULL;
|
|
}
|
|
|
|
CPT(RenderState) initial_state = camera_node->get_initial_state();
|
|
|
|
if (window->get_inverted()) {
|
|
// If the window is to be inverted, we must set the inverted flag
|
|
// on the SceneSetup object, so that the GSG will be able to
|
|
// invert the projection matrix at the last minute.
|
|
scene_setup->set_inverted(true);
|
|
|
|
// This also means we need to globally invert the sense of polygon
|
|
// vertex ordering.
|
|
initial_state = initial_state->compose(get_invert_polygon_state());
|
|
}
|
|
|
|
scene_setup->set_display_region(dr->get_object());
|
|
scene_setup->set_viewport_size(dr->get_pixel_width(), dr->get_pixel_height());
|
|
scene_setup->set_scene_root(scene_root);
|
|
scene_setup->set_camera_path(camera);
|
|
scene_setup->set_camera_node(camera_node);
|
|
scene_setup->set_lens(lens);
|
|
scene_setup->set_initial_state(initial_state);
|
|
scene_setup->set_camera_transform(camera_transform);
|
|
scene_setup->set_world_transform(world_transform);
|
|
|
|
return scene_setup;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_draw
|
|
// Access: Private
|
|
// Description: Draws the previously-culled scene.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_draw(CullResult *cull_result, SceneSetup *scene_setup,
|
|
GraphicsOutput *win, DisplayRegion *dr, Thread *current_thread) {
|
|
// Statistics
|
|
PStatTimer timer(dr->get_draw_region_pcollector(), current_thread);
|
|
|
|
GraphicsStateGuardian *gsg = win->get_gsg();
|
|
CallbackObject *cbobj;
|
|
|
|
{
|
|
DisplayRegionPipelineReader dr_reader(dr, current_thread);
|
|
win->change_scenes(&dr_reader);
|
|
gsg->prepare_display_region(&dr_reader, dr_reader.get_stereo_channel());
|
|
if (dr_reader.is_any_clear_active()) {
|
|
gsg->clear(dr_reader.get_object());
|
|
}
|
|
|
|
cbobj = dr_reader.get_draw_callback();
|
|
}
|
|
|
|
if (cbobj != (CallbackObject *)NULL) {
|
|
// Issue the draw callback on this DisplayRegion.
|
|
|
|
// Set the GSG to the initial state.
|
|
gsg->clear_before_callback();
|
|
gsg->set_state_and_transform(RenderState::make_empty(), TransformState::make_identity());
|
|
|
|
DisplayRegionDrawCallbackData cbdata(cull_result, scene_setup);
|
|
cbobj->do_callback(&cbdata);
|
|
|
|
// We don't trust the state the callback may have left us in.
|
|
gsg->clear_state_and_transform();
|
|
|
|
// The callback has taken care of the drawing.
|
|
return;
|
|
}
|
|
|
|
if (cull_result == NULL || scene_setup == NULL) {
|
|
// Nothing to see here.
|
|
|
|
} else if (dr->is_stereo()) {
|
|
// We don't actually draw the stereo DisplayRegions. These are
|
|
// just placeholders; we draw the individual left and right eyes
|
|
// instead. (We might still clear the stereo DisplayRegions,
|
|
// though, since it's probably faster to clear right and left
|
|
// channels in one pass, than to clear them in two separate
|
|
// passes.)
|
|
|
|
} else if (!gsg->set_scene(scene_setup)) {
|
|
// The scene or lens is inappropriate somehow.
|
|
display_cat.error()
|
|
<< gsg->get_type() << " cannot render scene with specified lens.\n";
|
|
|
|
} else {
|
|
if (gsg->begin_scene()) {
|
|
cull_result->draw(current_thread);
|
|
gsg->end_scene();
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_add_window
|
|
// Access: Private
|
|
// Description: An internal function called by make_window() and
|
|
// make_buffer() and similar functions to add the
|
|
// newly-created GraphicsOutput object to the engine's
|
|
// list of windows, and to request that the window be
|
|
// opened.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_add_window(GraphicsOutput *window,
|
|
const GraphicsThreadingModel &threading_model) {
|
|
nassertv(window != NULL);
|
|
LightReMutexHolder holder(_lock);
|
|
nassertv(window->get_engine() == this);
|
|
|
|
// We have a special counter that is unique per window that allows
|
|
// us to assure that recently-added windows end up on the end of the
|
|
// list.
|
|
window->_internal_sort_index = _window_sort_index;
|
|
++_window_sort_index;
|
|
|
|
_windows_sorted = false;
|
|
_windows.push_back(window);
|
|
|
|
WindowRenderer *cull =
|
|
get_window_renderer(threading_model.get_cull_name(),
|
|
threading_model.get_cull_stage());
|
|
WindowRenderer *draw =
|
|
get_window_renderer(threading_model.get_draw_name(),
|
|
threading_model.get_draw_stage());
|
|
|
|
if (threading_model.get_cull_sorting()) {
|
|
cull->add_window(cull->_cull, window);
|
|
draw->add_window(draw->_draw, window);
|
|
} else {
|
|
cull->add_window(cull->_cdraw, window);
|
|
}
|
|
|
|
// Ask the pipe which thread it prefers to run its windowing
|
|
// commands in (the "window thread"). This is the thread that
|
|
// handles the commands to open, resize, etc. the window. X
|
|
// requires this to be done in the app thread (along with all the
|
|
// other windows, since X is strictly single-threaded), but Windows
|
|
// requires this to be done in draw (because once an OpenGL context
|
|
// has been bound in a given thread, it cannot subsequently be bound
|
|
// in any other thread, and we have to bind a context in
|
|
// open_window()).
|
|
|
|
switch (window->get_pipe()->get_preferred_window_thread()) {
|
|
case GraphicsPipe::PWT_app:
|
|
_app.add_window(_app._window, window);
|
|
break;
|
|
|
|
case GraphicsPipe::PWT_draw:
|
|
draw->add_window(draw->_window, window);
|
|
break;
|
|
}
|
|
|
|
if (display_cat.is_debug()) {
|
|
display_cat.debug()
|
|
<< "Created " << window->get_type() << " " << (void *)window << "\n";
|
|
}
|
|
|
|
window->request_open();
|
|
_needs_open_windows = true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_add_gsg
|
|
// Access: Private
|
|
// Description: An internal function called by make_output to add
|
|
// the newly-created gsg object to the engine's
|
|
// list of gsg's. It also adjusts various config
|
|
// variables based on the gsg's capabilities.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_add_gsg(GraphicsStateGuardian *gsg, GraphicsPipe *pipe,
|
|
const GraphicsThreadingModel &threading_model) {
|
|
LightReMutexHolder holder(_lock);
|
|
|
|
nassertv(gsg->get_pipe() == pipe && gsg->get_engine() == this);
|
|
gsg->_threading_model = threading_model;
|
|
if (!_default_loader.is_null()) {
|
|
gsg->set_loader(_default_loader);
|
|
}
|
|
|
|
auto_adjust_capabilities(gsg);
|
|
|
|
WindowRenderer *draw =
|
|
get_window_renderer(threading_model.get_draw_name(),
|
|
threading_model.get_draw_stage());
|
|
|
|
draw->add_gsg(gsg);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_remove_window
|
|
// Access: Private
|
|
// Description: An internal function called by remove_window() and
|
|
// remove_all_windows() to actually remove the indicated
|
|
// window from all relevant structures, except the
|
|
// _windows list itself.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_remove_window(GraphicsOutput *window, Thread *current_thread) {
|
|
nassertv(window != NULL);
|
|
PT(GraphicsPipe) pipe = window->get_pipe();
|
|
window->clear_pipe();
|
|
|
|
if (!_windows_sorted) {
|
|
do_resort_windows();
|
|
}
|
|
|
|
// Now remove the window from all threads that know about it.
|
|
_app.remove_window(window);
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->remove_window(window);
|
|
}
|
|
|
|
// If the window happened to be controlled by the app thread, we
|
|
// might as well close it now rather than waiting for next frame.
|
|
_app.do_pending(this, current_thread);
|
|
|
|
if (display_cat.is_debug()) {
|
|
display_cat.debug()
|
|
<< "Removed " << window->get_type() << " " << (void *)window << "\n";
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_resort_windows
|
|
// Access: Private
|
|
// Description: Resorts all of the Windows lists. This may need to
|
|
// be done if one or more of the windows' sort
|
|
// properties has changed.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_resort_windows() {
|
|
_windows_sorted = true;
|
|
|
|
_app.resort_windows();
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->resort_windows();
|
|
}
|
|
|
|
_windows.sort();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::auto_adjust_capabilities
|
|
// Access: Private
|
|
// Description: Video card capability flags are stored on a
|
|
// per-gsg basis. However, there are a few cases
|
|
// where panda needs to know not the capabilities
|
|
// of an individual GSG, but rather, the
|
|
// collective capabilities of all the GSGs.
|
|
//
|
|
// Non-power-of-two (NPOT) texture support is the
|
|
// classic example. Panda makes a single global
|
|
// decision to either create NPOT textures, or not.
|
|
// Therefore, it doesn't need to know whether one GSG
|
|
// supports NPOT textures. It needs to know whether ALL
|
|
// the GSGs support NPOT textures.
|
|
//
|
|
// The purpose of this routine is to maintain global
|
|
// capability flags that summarize the collective
|
|
// capabilities of the computer as a whole.
|
|
//
|
|
// These global capability flags are initialized from
|
|
// config variables. Then, they can be auto-reconfigured
|
|
// using built-in heuristic mechanisms if the user so
|
|
// desires. Whether auto-reconfiguration is enabled or
|
|
// not, the configured values are checked against
|
|
// the actual capabilities of the machine and error
|
|
// messages will be printed if there is a mismatch.
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
auto_adjust_capabilities(GraphicsStateGuardian *gsg) {
|
|
|
|
// The rule we use when auto-reconfiguring is as follows. The
|
|
// global capabilities must initially be set to conservative
|
|
// values. When the first GSG comes into existence, its
|
|
// capabilities will be checked, and the global capabilities
|
|
// may be elevated to more aggressive values.
|
|
//
|
|
// At first glance, this might seem backward, and it might seem
|
|
// better to do it the other way: start with all global capabilities
|
|
// aggressively set, and then disable capabilities when you discover
|
|
// a gsg that doesn't support them.
|
|
//
|
|
// However, that approach doesn't work, because once a global
|
|
// capability is enabled, there is no going back. If
|
|
// textures_power_2 has ever been set to 'none', there may be NPOT
|
|
// textures already floating about the system. Ie, it's too late:
|
|
// you can't turn these global capability flags off, once they've
|
|
// been turned on.
|
|
//
|
|
// That's why we have to start with conservative settings, and then
|
|
// elevate those settings to more aggressive values later when
|
|
// we're fairly sure it's OK to do so.
|
|
//
|
|
// For each global capability, we must:
|
|
// 1. Make sure the initial setting is conservative.
|
|
// 2. Possibly elevate to a more aggressive value.
|
|
// 3. Check that we haven't over-elevated.
|
|
//
|
|
|
|
if (textures_auto_power_2 && (textures_power_2 == ATS_none)) {
|
|
display_cat.error()
|
|
<< "Invalid panda config file: if you set the config-variable\n"
|
|
<< "textures_auto_power_2 to true, you must set the config-variable"
|
|
<< "textures_power_2 to 'up' or 'down'.\n";
|
|
textures_power_2 = ATS_down; // Not a fix. Just suppresses further error messages.
|
|
}
|
|
|
|
if (textures_auto_power_2 && !Texture::have_textures_power_2()) {
|
|
if (gsg->get_supports_tex_non_pow2()) {
|
|
Texture::set_textures_power_2(ATS_none);
|
|
} else {
|
|
Texture::set_textures_power_2(textures_power_2);
|
|
}
|
|
}
|
|
|
|
if ((Texture::get_textures_power_2() == ATS_none) &&
|
|
(!gsg->get_supports_tex_non_pow2())) {
|
|
|
|
// Overaggressive configuration detected
|
|
|
|
display_cat.error()
|
|
<< "The 'textures_power_2' configuration is set to 'none', meaning \n"
|
|
<< "that non-power-of-two texture support is required, but the video \n"
|
|
<< "driver I'm trying to use does not support non-power-of-two textures.\n";
|
|
|
|
if (textures_power_2 != ATS_none) {
|
|
display_cat.error()
|
|
<< "The 'none' did not come from the config file. In other words,\n"
|
|
<< "the variable 'textures_power_2' was altered procedurally.\n";
|
|
|
|
if (textures_auto_power_2) {
|
|
display_cat.error()
|
|
<< "It is possible that it was set by panda's automatic mechanisms,\n"
|
|
<< "which are currently enabled, because 'textures_auto_power_2' is\n"
|
|
<< "true. Panda's automatic mechanisms assume that if one\n"
|
|
<< "window supports non-power-of-two textures, then they all will.\n"
|
|
<< "This assumption works for most games, but not all.\n"
|
|
<< "In particular, it can fail if the game creates multiple windows\n"
|
|
<< "on multiple displays with different video cards.\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
if (shader_auto_utilization && (shader_utilization != SUT_none)) {
|
|
display_cat.error()
|
|
<< "Invalid panda config file: if you set the config-variable\n"
|
|
<< "shader_auto_utilization to true, you must set the config-variable"
|
|
<< "shader_utilization to 'none'.\n";
|
|
shader_utilization = SUT_none; // Not a fix. Just suppresses further error messages.
|
|
}
|
|
|
|
if (shader_auto_utilization && !Shader::have_shader_utilization()) {
|
|
if (gsg->get_supports_basic_shaders()) {
|
|
Shader::set_shader_utilization(SUT_basic);
|
|
} else {
|
|
Shader::set_shader_utilization(SUT_none);
|
|
}
|
|
}
|
|
|
|
if ((Shader::get_shader_utilization() != SUT_none) &&
|
|
(!gsg->get_supports_basic_shaders())) {
|
|
|
|
// Overaggressive configuration detected
|
|
|
|
display_cat.error()
|
|
<< "The 'shader_utilization' config variable is set, meaning\n"
|
|
<< "that panda may try to generate shaders. However, the video \n"
|
|
<< "driver I'm trying to use does not support shaders.\n";
|
|
|
|
if (shader_utilization == SUT_none) {
|
|
display_cat.error()
|
|
<< "The 'shader_utilization' setting did not come from the config\n"
|
|
<< "file. In other words, it was altered procedurally.\n";
|
|
|
|
if (shader_auto_utilization) {
|
|
display_cat.error()
|
|
<< "It is possible that it was set by panda's automatic mechanisms,\n"
|
|
<< "which are currently enabled, because 'shader_auto_utilization' is\n"
|
|
<< "true. Panda's automatic mechanisms assume that if one\n"
|
|
<< "window supports shaders, then they all will.\n"
|
|
<< "This assumption works for most games, but not all.\n"
|
|
<< "In particular, it can fail if the game creates multiple windows\n"
|
|
<< "on multiple displays with different video cards.\n";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::terminate_threads
|
|
// Access: Private
|
|
// Description: Signals our child threads to terminate and waits for
|
|
// them to clean up.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
terminate_threads(Thread *current_thread) {
|
|
LightReMutexHolder holder(_lock, current_thread);
|
|
|
|
// We spend almost our entire time in this method just waiting for
|
|
// threads. Time it appropriately.
|
|
PStatTimer timer(_wait_pcollector, current_thread);
|
|
|
|
// First, wait for all the threads to finish their current frame.
|
|
// Grabbing the mutex should achieve that.
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.acquire();
|
|
}
|
|
|
|
// Now tell them to close their windows and terminate.
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_thread_state = TS_terminate;
|
|
thread->_cv_start.notify();
|
|
thread->_cv_mutex.release();
|
|
}
|
|
|
|
// Finally, wait for them all to finish cleaning up.
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->join();
|
|
}
|
|
|
|
_threads.clear();
|
|
}
|
|
|
|
|
|
#ifdef DO_PSTATS
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::pstats_count_cycler_type
|
|
// Access: Private, Static
|
|
// Description: A callback function for
|
|
// Pipeline::iterate_all_cycler_types() to report the
|
|
// cycler types to PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
pstats_count_cycler_type(TypeHandle type, int count, void *data) {
|
|
GraphicsEngine *self = (GraphicsEngine *)data;
|
|
CyclerTypeCounters::iterator ci = self->_all_cycler_types.find(type);
|
|
if (ci == self->_all_cycler_types.end()) {
|
|
PStatCollector collector(_cyclers_pcollector, type.get_name());
|
|
ci = self->_all_cycler_types.insert(CyclerTypeCounters::value_type(type, collector)).first;
|
|
}
|
|
(*ci).second.set_level(count);
|
|
}
|
|
#endif // DO_PSTATS
|
|
|
|
#ifdef DO_PSTATS
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::pstats_count_dirty_cycler_type
|
|
// Access: Private, Static
|
|
// Description: A callback function for
|
|
// Pipeline::iterate_dirty_cycler_types() to report the
|
|
// cycler types to PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
pstats_count_dirty_cycler_type(TypeHandle type, int count, void *data) {
|
|
GraphicsEngine *self = (GraphicsEngine *)data;
|
|
CyclerTypeCounters::iterator ci = self->_dirty_cycler_types.find(type);
|
|
if (ci == self->_dirty_cycler_types.end()) {
|
|
PStatCollector collector(_dirty_cyclers_pcollector, type.get_name());
|
|
ci = self->_dirty_cycler_types.insert(CyclerTypeCounters::value_type(type, collector)).first;
|
|
}
|
|
(*ci).second.set_level(count);
|
|
}
|
|
#endif // DO_PSTATS
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::get_invert_polygon_state
|
|
// Access: Protected, Static
|
|
// Description: Returns a RenderState for inverting the sense of
|
|
// polygon vertex ordering: if the scene graph specifies
|
|
// a clockwise ordering, this changes it to
|
|
// counterclockwise, and vice-versa.
|
|
////////////////////////////////////////////////////////////////////
|
|
const RenderState *GraphicsEngine::
|
|
get_invert_polygon_state() {
|
|
// Once someone asks for this pointer, we hold its reference count
|
|
// and never free it.
|
|
static CPT(RenderState) state = (const RenderState *)NULL;
|
|
if (state == (const RenderState *)NULL) {
|
|
state = RenderState::make(CullFaceAttrib::make_reverse());
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::get_window_renderer
|
|
// Access: Private
|
|
// Description: Returns the WindowRenderer with the given name.
|
|
// Creates a new RenderThread if there is no such thread
|
|
// already. The pipeline_stage number specifies the
|
|
// pipeline stage that will be assigned to the thread
|
|
// (unless was previously given a higher stage).
|
|
//
|
|
// You must already be holding the lock before calling
|
|
// this method.
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsEngine::WindowRenderer *GraphicsEngine::
|
|
get_window_renderer(const string &name, int pipeline_stage) {
|
|
nassertr(_lock.debug_is_locked(), NULL);
|
|
|
|
if (name.empty()) {
|
|
return &_app;
|
|
}
|
|
|
|
Threads::iterator ti = _threads.find(name);
|
|
if (ti != _threads.end()) {
|
|
return (*ti).second.p();
|
|
}
|
|
|
|
PT(RenderThread) thread = new RenderThread(name, this);
|
|
thread->set_min_pipeline_stage(pipeline_stage);
|
|
_pipeline->set_min_stages(pipeline_stage + 1);
|
|
|
|
bool started = thread->start(TP_normal, true);
|
|
nassertr(started, thread.p());
|
|
_threads[name] = thread;
|
|
|
|
nassertr(thread->get_pipeline_stage() < _pipeline->get_num_stages(), thread.p());
|
|
|
|
return thread.p();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsEngine::WindowRenderer::
|
|
WindowRenderer(const string &name) :
|
|
_wl_lock(string("GraphicsEngine::WindowRenderer::_wl_lock ") + name)
|
|
{
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::add_gsg
|
|
// Access: Public
|
|
// Description: Adds a new GSG to the _gsg list, if it is not already
|
|
// there.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
add_gsg(GraphicsStateGuardian *gsg) {
|
|
LightReMutexHolder holder(_wl_lock);
|
|
_gsgs.insert(gsg);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::add_window
|
|
// Access: Public
|
|
// Description: Adds a new window to the indicated list, which should
|
|
// be a member of the WindowRenderer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
add_window(Windows &wlist, GraphicsOutput *window) {
|
|
LightReMutexHolder holder(_wl_lock);
|
|
wlist.insert(window);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::remove_window
|
|
// Access: Public
|
|
// Description: Immediately removes the indicated window from all
|
|
// lists. If the window is currently open and is
|
|
// already on the _window list, moves it to the _pending_close
|
|
// list for later closure.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
remove_window(GraphicsOutput *window) {
|
|
nassertv(window != NULL);
|
|
LightReMutexHolder holder(_wl_lock);
|
|
PT(GraphicsOutput) ptwin = window;
|
|
|
|
_cull.erase(ptwin);
|
|
_cdraw.erase(ptwin);
|
|
_draw.erase(ptwin);
|
|
|
|
Windows::iterator wi;
|
|
|
|
wi = _window.find(ptwin);
|
|
if (wi != _window.end()) {
|
|
// The window is on our _window list, meaning its open/close
|
|
// operations (among other window ops) are serviced by this
|
|
// thread.
|
|
|
|
// Make sure the window isn't about to request itself open.
|
|
ptwin->request_close();
|
|
|
|
// If the window is already open, move it to the _pending_close list so
|
|
// it can be closed later. We can't close it immediately, because
|
|
// we might not have been called from the subthread.
|
|
if (ptwin->is_valid()) {
|
|
_pending_close.push_back(ptwin);
|
|
}
|
|
|
|
_window.erase(wi);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::resort_windows
|
|
// Access: Public
|
|
// Description: Resorts all the lists of windows, assuming they may
|
|
// have become unsorted.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
resort_windows() {
|
|
LightReMutexHolder holder(_wl_lock);
|
|
|
|
_cull.sort();
|
|
_cdraw.sort();
|
|
_draw.sort();
|
|
_window.sort();
|
|
|
|
if (display_cat.is_debug()) {
|
|
display_cat.debug()
|
|
<< "Windows resorted:";
|
|
Windows::const_iterator wi;
|
|
for (wi = _window.begin(); wi != _window.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
display_cat.debug(false)
|
|
<< " " << win->get_name() << "(" << win->get_sort() << ")";
|
|
}
|
|
display_cat.debug(false)
|
|
<< "\n";
|
|
|
|
for (wi = _draw.begin(); wi != _draw.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
display_cat.debug(false)
|
|
<< " " << win->get_name() << "(" << win->get_sort() << ")";
|
|
}
|
|
display_cat.debug(false)
|
|
<< "\n";
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_frame
|
|
// Access: Public
|
|
// Description: Executes one stage of the pipeline for the current
|
|
// thread: calls cull on all windows that are on the
|
|
// cull list for this thread, draw on all the windows on
|
|
// the draw list, etc.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_frame(GraphicsEngine *engine, Thread *current_thread) {
|
|
PStatTimer timer(engine->_do_frame_pcollector, current_thread);
|
|
LightReMutexHolder holder(_wl_lock);
|
|
|
|
engine->cull_to_bins(_cull, current_thread);
|
|
engine->cull_and_draw_together(_cdraw, current_thread);
|
|
engine->draw_bins(_draw, current_thread);
|
|
engine->process_events(_window, current_thread);
|
|
|
|
// If any GSG's on the list have no more outstanding pointers, clean
|
|
// them up. (We are in the draw thread for all of these GSG's.)
|
|
if (any_done_gsgs()) {
|
|
GSGs new_gsgs;
|
|
GSGs::iterator gi;
|
|
for (gi = _gsgs.begin(); gi != _gsgs.end(); ++gi) {
|
|
GraphicsStateGuardian *gsg = (*gi);
|
|
if (gsg->get_ref_count() == 1) {
|
|
// This one has no outstanding pointers; clean it up.
|
|
GraphicsPipe *pipe = gsg->get_pipe();
|
|
engine->close_gsg(pipe, gsg);
|
|
} else {
|
|
// This one is ok; preserve it.
|
|
new_gsgs.insert(gsg);
|
|
}
|
|
}
|
|
|
|
_gsgs.swap(new_gsgs);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_windows
|
|
// Access: Public
|
|
// Description: Attempts to fully open or close any windows or
|
|
// buffers associated with this thread, but does not
|
|
// otherwise perform any rendering. (Normally, this
|
|
// step is handled during do_frame(); call this method
|
|
// only if you want these things to open immediately.)
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_windows(GraphicsEngine *engine, Thread *current_thread) {
|
|
LightReMutexHolder holder(_wl_lock);
|
|
|
|
engine->process_events(_window, current_thread);
|
|
|
|
engine->make_contexts(_cdraw, current_thread);
|
|
engine->make_contexts(_draw, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_flip
|
|
// Access: Public
|
|
// Description: Flips the windows as appropriate for the current
|
|
// thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_flip(GraphicsEngine *engine, Thread *current_thread) {
|
|
LightReMutexHolder holder(_wl_lock);
|
|
engine->flip_windows(_cdraw, current_thread);
|
|
engine->flip_windows(_draw, current_thread);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_close
|
|
// Access: Public
|
|
// Description: Closes all the windows on the _window list.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_close(GraphicsEngine *engine, Thread *current_thread) {
|
|
LightReMutexHolder holder(_wl_lock);
|
|
Windows::iterator wi;
|
|
for (wi = _window.begin(); wi != _window.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
win->set_close_now();
|
|
}
|
|
|
|
// Also close all of the GSG's.
|
|
GSGs new_gsgs;
|
|
GSGs::iterator gi;
|
|
for (gi = _gsgs.begin(); gi != _gsgs.end(); ++gi) {
|
|
GraphicsStateGuardian *gsg = (*gi);
|
|
if (gsg->get_ref_count() == 1) {
|
|
// This one has no outstanding pointers; clean it up.
|
|
GraphicsPipe *pipe = gsg->get_pipe();
|
|
engine->close_gsg(pipe, gsg);
|
|
} else {
|
|
// This one is ok; preserve it.
|
|
new_gsgs.insert(gsg);
|
|
}
|
|
}
|
|
|
|
_gsgs.swap(new_gsgs);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_pending
|
|
// Access: Public
|
|
// Description: Actually closes any windows that were recently
|
|
// removed from the WindowRenderer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_pending(GraphicsEngine *engine, Thread *current_thread) {
|
|
LightReMutexHolder holder(_wl_lock);
|
|
|
|
if (!_pending_close.empty()) {
|
|
if (display_cat.is_debug()) {
|
|
display_cat.debug()
|
|
<< "_pending_close.size() = " << _pending_close.size() << "\n";
|
|
}
|
|
|
|
// Close any windows that were pending closure. Carefully protect
|
|
// against recursive entry to this function by swapping the vector
|
|
// to a local copy first.
|
|
Windows::iterator wi;
|
|
Windows pending_close;
|
|
_pending_close.swap(pending_close);
|
|
for (wi = pending_close.begin(); wi != pending_close.end(); ++wi) {
|
|
GraphicsOutput *win = (*wi);
|
|
win->set_close_now();
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::any_done_gsgs
|
|
// Access: Public
|
|
// Description: Returns true if any of the GSG's on this thread's
|
|
// draw list are done (they have no outstanding pointers
|
|
// other than this one), or false if all of them are
|
|
// still good.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::WindowRenderer::
|
|
any_done_gsgs() const {
|
|
GSGs::const_iterator gi;
|
|
for (gi = _gsgs.begin(); gi != _gsgs.end(); ++gi) {
|
|
if ((*gi)->get_ref_count() == 1) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::RenderThread::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsEngine::RenderThread::
|
|
RenderThread(const string &name, GraphicsEngine *engine) :
|
|
Thread(name, "Main"),
|
|
WindowRenderer(name),
|
|
_engine(engine),
|
|
_cv_mutex(string("GraphicsEngine::RenderThread ") + name),
|
|
_cv_start(_cv_mutex),
|
|
_cv_done(_cv_mutex)
|
|
{
|
|
_thread_state = TS_wait;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::RenderThread::thread_main
|
|
// Access: Public, Virtual
|
|
// Description: The main loop for a particular render thread. The
|
|
// thread will process whatever cull or draw windows it
|
|
// has assigned to it.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::RenderThread::
|
|
thread_main() {
|
|
Thread *current_thread = Thread::get_current_thread();
|
|
|
|
MutexHolder holder(_cv_mutex);
|
|
while (true) {
|
|
nassertv(_cv_mutex.debug_is_locked());
|
|
|
|
switch (_thread_state) {
|
|
case TS_wait:
|
|
break;
|
|
|
|
case TS_do_frame:
|
|
do_pending(_engine, current_thread);
|
|
do_frame(_engine, current_thread);
|
|
break;
|
|
|
|
case TS_do_flip:
|
|
do_flip(_engine, current_thread);
|
|
break;
|
|
|
|
case TS_do_release:
|
|
do_pending(_engine, current_thread);
|
|
break;
|
|
|
|
case TS_do_windows:
|
|
do_windows(_engine, current_thread);
|
|
do_pending(_engine, current_thread);
|
|
break;
|
|
|
|
case TS_terminate:
|
|
do_pending(_engine, current_thread);
|
|
do_close(_engine, current_thread);
|
|
_thread_state = TS_done;
|
|
_cv_done.notify();
|
|
return;
|
|
|
|
case TS_done:
|
|
// Shouldn't be possible to get here.
|
|
nassertv(false);
|
|
return;
|
|
}
|
|
|
|
_thread_state = TS_wait;
|
|
_cv_done.notify();
|
|
|
|
{
|
|
PStatTimer timer(_wait_pcollector, current_thread);
|
|
_cv_start.wait();
|
|
}
|
|
}
|
|
}
|