panda3d/panda/src/gobj/config_gobj.cxx
rdb 9ba2d7242e gobj: get rid of enforce-attrib-lock, just DTRT instead
This setting causes asserts when modifying certain material flags after they are assigned to a node, in case a shader has been generated that uses the materials, which cannot efficiently detect whether the material has changed.  However, we already sort of have a (inefficient, but effective) solution for this in TextureStage (see #178) that we could just apply here as well: changing the material attributes after such a shader has been generated could call GraphicsStateGuardianBase::mark_rehash_generated_shaders().

In the future, we should replace the material model with one that does not require shader regeneration for such seemingly trivial property changes.

Fixes #370
2018-08-03 21:55:06 +02:00

634 lines
29 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file config_gobj.cxx
* @author drose
* @date 1999-10-01
*/
#include "animateVerticesRequest.h"
#include "bufferContext.h"
#include "config_putil.h"
#include "config_gobj.h"
#include "geom.h"
#include "geomCacheEntry.h"
#include "geomMunger.h"
#include "geomPrimitive.h"
#include "geomTriangles.h"
#include "geomTrianglesAdjacency.h"
#include "geomTristrips.h"
#include "geomTristripsAdjacency.h"
#include "geomTrifans.h"
#include "geomPatches.h"
#include "geomLines.h"
#include "geomLinesAdjacency.h"
#include "geomLinestrips.h"
#include "geomLinestripsAdjacency.h"
#include "geomPoints.h"
#include "geomVertexArrayData.h"
#include "geomVertexArrayFormat.h"
#include "geomVertexData.h"
#include "geomVertexFormat.h"
#include "lens.h"
#include "material.h"
#include "occlusionQueryContext.h"
#include "orthographicLens.h"
#include "matrixLens.h"
#include "paramTexture.h"
#include "perspectiveLens.h"
#include "queryContext.h"
#include "sliderTable.h"
#include "texture.h"
#include "texturePoolFilter.h"
#include "textureReloadRequest.h"
#include "textureStage.h"
#include "textureContext.h"
#include "timerQueryContext.h"
#include "samplerContext.h"
#include "samplerState.h"
#include "shader.h"
#include "shaderContext.h"
#include "transformBlend.h"
#include "transformBlendTable.h"
#include "transformTable.h"
#include "userVertexSlider.h"
#include "userVertexTransform.h"
#include "vertexDataBuffer.h"
#include "vertexTransform.h"
#include "vertexSlider.h"
#include "videoTexture.h"
#include "geomContext.h"
#include "vertexBufferContext.h"
#include "indexBufferContext.h"
#include "internalName.h"
#include "dconfig.h"
#include "string_utils.h"
#if !defined(CPPPARSER) && !defined(BUILDING_PANDA_GOBJ)
#error Buildsystem error: BUILDING_PANDA_GOBJ not defined
#endif
Configure(config_gobj);
NotifyCategoryDef(gobj, "");
NotifyCategoryDef(shader, "");
ConfigVariableInt max_texture_dimension
("max-texture-dimension", -1,
PRC_DESC("Set this to the maximum size a texture is allowed to be in either "
"dimension. This is generally intended as a simple way to restrict "
"texture sizes for limited graphics cards. When this is greater "
"than zero, each texture image loaded from a file (but only those "
"loaded from a file) will be automatically scaled down, if "
"necessary, so that neither dimension is larger than this value. "
"If this is less than zero, the size limit is taken from the "
"primary GSG. If this is exactly zero, there is no limit."));
ConfigVariableDouble texture_scale
("texture-scale", 1.0,
PRC_DESC("This is a global scale factor that is applied to each texture "
"as it is loaded from disk. For instance, a value of 0.5 will "
"reduce each texture to one-half its size in each dimension. This "
"scale factor is applied before textures-power-2 or "
"max-texture-dimension."));
ConfigVariableInt texture_scale_limit
("texture-scale-limit", 4,
PRC_DESC("This specifies the limit below which texture-scale will not "
"reduce a texture image. This is a single dimension which applies "
"to both X and Y."));
ConfigVariableList exclude_texture_scale
("exclude-texture-scale",
PRC_DESC("This is a list of glob patterns for texture filenames "
"(excluding the directory part of the filename, but including "
"the extension); for instance, 'digits_*.png'. Any texture "
"filenames that match one of these patterns will not be affected "
"by max-texture-dimension or texture-scale."));
ConfigVariableBool keep_texture_ram
("keep-texture-ram", false,
PRC_DESC("Set this to true to retain the ram image for each texture after it "
"has been prepared with the GSG. This will allow the texture to be "
"prepared with multiple GSG's, or to be re-prepared later after it is "
"explicitly released from the GSG, without having to reread the "
"texture image from disk; but it will consume memory somewhat "
"wastefully."));
ConfigVariableBool driver_compress_textures
("driver-compress-textures", false,
PRC_DESC("Set this true to ask the graphics driver to compress textures, "
"rather than compressing them in-memory first. Depending on "
"your graphics driver, you may or may not get better performance "
"or results by setting this true. Setting it true may also "
"allow you to take advantage of some exotic compression algorithm "
"other than DXT1/3/5 that your graphics driver supports, but "
"which is unknown to Panda. If the libsquish library is not "
"compiled into Panda, textures cannot be compressed in-memory, "
"and will always be handed to the graphics driver, regardless "
"of this setting."));
ConfigVariableBool driver_generate_mipmaps
("driver-generate-mipmaps", true,
PRC_DESC("Set this true to use the hardware to generate mipmaps "
"automatically in all cases, if supported. Set it false "
"to generate mipmaps in software when possible."));
ConfigVariableBool vertex_buffers
("vertex-buffers", true,
PRC_DESC("Set this true to allow the use of vertex buffers (or buffer "
"objects, as OpenGL dubs them) for rendering vertex data. This "
"can greatly improve rendering performance on "
"higher-end graphics cards, at the cost of some additional "
"graphics memory (which might otherwise be used for textures "
"or offscreen buffers). On lower-end graphics cards this will "
"make little or no difference."));
ConfigVariableBool vertex_arrays
("vertex-arrays", true,
PRC_DESC("Set this true to allow the use of vertex arrays for rendering "
"OpenGL vertex data. This, or vertex buffers, is the normal "
"way of issuing vertices ever since OpenGL 1.1, and you "
"almost always want to have this set to true. However, some very "
"buggy graphics drivers may have problems handling vertex arrays "
"correctly, so if you are experiencing problems you might try "
"setting this to false. If this is false, Panda will fall back "
"to using immediate-mode commands like glVertex3f(), etc., to "
"issue the vertices, which is potentially much slower than "
"vertex arrays. Setting this false also disables vertex buffers, "
"effectively ignoring the setting of the vertex-buffers variable "
"(since vertex buffers are a special case of vertex arrays in "
"OpenGL). This variable is normally not enabled in a production "
"build. This has no effect on DirectX rendering."));
ConfigVariableBool display_lists
("display-lists", false,
PRC_DESC("Set this true to allow the use of OpenGL display lists for "
"rendering static geometry. On some systems, this can result "
"in a performance improvement over vertex buffers alone; on "
"other systems (particularly low-end systems) it makes little to "
"no difference. On some systems, using display lists can actually "
"reduce performance. This has no effect on DirectX rendering or "
"on dynamic geometry (e.g. soft-skinned animation)."));
ConfigVariableBool hardware_animated_vertices
("hardware-animated-vertices", false,
PRC_DESC("Set this true to allow the transforming of soft-skinned "
"animated vertices via hardware, if supported, or false always "
"to perform the vertex animation via software within Panda. "
"If you have a card that supports this, and your scene does "
"not contain too many vertices already, this can provide a "
"performance boost by offloading some work from your CPU onto "
"your graphics card. It may also help by reducing the bandwidth "
"necessary on your computer's bus. However, in some cases it "
"may actually reduce performance."));
ConfigVariableBool hardware_point_sprites
("hardware-point-sprites", true,
PRC_DESC("Set this true to allow the use of hardware extensions when "
"rendering perspective-scaled points and point sprites. When "
"false, these large points are always simulated via quads "
"computed in software, even if the hardware claims it can "
"support them directly."));
ConfigVariableBool hardware_points
("hardware-points", true,
PRC_DESC("Set this true to allow the use of hardware extensions when "
"rendering large points. When false, large points (even if "
"untextured) will be simulated via quads computed in software."));
ConfigVariableBool singular_points
("singular-points", true,
PRC_DESC("Set this true to insist that when RenderModeAttrib::M_points is "
"used, each point appears only once in the result, even if "
"the vertex is referenced multiple times. This is particularly "
"important when rendering points from a triangle mesh and you "
"don't want the points to appear repeatedly."));
ConfigVariableBool matrix_palette
("matrix-palette", false,
PRC_DESC("Set this true to allow the use of the matrix palette when "
"animating vertices in hardware. The matrix palette is "
"not supported by all devices, but if it is, using "
"it can allow animation of more sophisticated meshes "
"in hardware, and it can also improve the "
"performance of animating some simpler meshes. Without "
"this option, certain meshes will have to be animated in "
"software. However, this option is not enabled by default, "
"because its support seems to be buggy in certain drivers "
"(ATI FireGL T2 8.103 in particular.)"));
ConfigVariableBool display_list_animation
("display-list-animation", false,
PRC_DESC("Set this true to allow the use of OpenGL display lists for "
"rendering animated geometry (when the geometry is animated "
"by the hardware). This is not on by default because there "
"appear to be some driver issues with this on my FireGL T2, "
"but it should be perfectly doable in principle, and might get "
"you a small performance boost."));
ConfigVariableBool connect_triangle_strips
("connect-triangle-strips", true,
PRC_DESC("Set this true to send a batch of triangle strips to the graphics "
"card as one long triangle strip, connected by degenerate "
"triangles, or false to send them as separate triangle strips "
"with no degenerate triangles. On PC hardware, using one long "
"triangle strip may help performance by reducing the number "
"of separate graphics calls that have to be made."));
ConfigVariableBool preserve_triangle_strips
("preserve-triangle-strips", false,
PRC_DESC("Set this true to indicate a preference for keeping triangle strips "
"when possible, instead of decomposing them into triangles. When "
"this is true, flatten_strong and unify operations may be less "
"effective at combining multiple Geoms together, but they will "
"not implicitly decompose triangle strips."));
ConfigVariableBool dump_generated_shaders
("dump-generated-shaders", false,
PRC_DESC("Set this true to cause all generated shaders to be written "
"to disk. This is useful for debugging broken shader "
"generators."));
ConfigVariableBool cache_generated_shaders
("cache-generated-shaders", true,
PRC_DESC("Set this true to cause all generated shaders to be cached in "
"memory. This is useful to prevent unnecessary recompilation."));
ConfigVariableBool vertices_float64
("vertices-float64", false,
PRC_DESC("When this is true, the default float format for vertices "
"will be a 64-bit double-precision float, instead "
"of the normal 32-bit single-precision float. This must be set "
"at static init time to have the broadest effect. You almost never "
"want to set this true, since current hardware does not support "
"double-precision vertices, and setting this will just require the "
"driver to downsample the vertices at load time, making everything "
"slower."));
ConfigVariableInt vertex_column_alignment
("vertex-column-alignment", 4,
PRC_DESC("This specifies the default byte alignment for each column of "
"data within a GeomVertexData when it is assembled using the default "
"interfaces. Normally, you should not change this config variable "
"(which would change this value globally), but instead specify any "
"alignment requirements on a per-column basis as you construct a "
"GeomVertexFormat. Setting this value globally could result in "
"much needless wasted space in all vertex data objects, but it "
"could be useful for simple experiments. Also see "
"vertex-animation-align-16 for a variable that controls "
"this alignment for the vertex animation columns only."));
ConfigVariableBool vertex_animation_align_16
("vertex-animation-align-16",
#ifdef LINMATH_ALIGN
true,
#else
false,
#endif
PRC_DESC("If this is true, then animated vertices will be created with 4-component "
"floats and aligned to 16-byte boundaries, to allow efficient vectorization "
"(e.g. SSE2) operations when computing animations. If this is false, "
"animated vertices will be packed as tightly as possible, in the normal way, "
"which will optimize the amount of memory that must be sent to the graphics "
"card, but prevent the use of SSE2 to calculate animation. This does not "
"affect unanimated vertices, which are always packed tightly. This also "
"impacts only vertex formats created within Panda subsystems; custom "
"vertex formats are not affected."));
ConfigVariableEnum<AutoTextureScale> textures_power_2
("textures-power-2", ATS_down,
PRC_DESC("Specify whether textures should automatically be constrained to "
"dimensions which are a power of 2 when they are loaded from "
"disk. Set this to 'none' to disable this feature, or to "
"'down' or 'up' to scale down or up to the nearest power of 2, "
"respectively. This only has effect on textures which are not "
"already a power of 2."));
ConfigVariableEnum<AutoTextureScale> textures_square
("textures-square", ATS_none,
PRC_DESC("Specify whether textures should automatically be constrained to "
"a square aspect ratio when they are loaded from disk. Set this "
"to 'none', 'down', or 'up'. See textures-power-2."));
ConfigVariableBool textures_auto_power_2
("textures-auto-power-2", false,
PRC_DESC("If this is true, then panda will wait until you open a window, "
"and then ask the window if it supports non-power-of-two textures. "
"If so, then the config variable textures_power_2 will "
"automatically be adjusted. The pitfall of doing this is that if "
"you then open a second window that doesn't support the same "
"capabilities, it will have no choice but to print an error message."));
ConfigVariableBool textures_header_only
("textures-header-only", false,
PRC_DESC("If this is true, texture images will not actually be loaded from "
"disk, but the image header information will be consulted to verify "
"number of channels and so forth. The texture images themselves "
"will be generated in a default blue color."));
ConfigVariableInt simple_image_size
("simple-image-size", "16 16",
PRC_DESC("This is an x y pair that specifies the maximum size of an "
"automatically-generated "
"texture simple image. The simple image can displayed before "
"the texture has been loaded from disk."));
ConfigVariableDouble simple_image_threshold
("simple-image-threshold", 0.1,
PRC_DESC("This is a value that indicates how closely a texture's "
"generated simple "
"image should approximate the original image. The smaller the "
"number, the closer the match; small numbers will result in "
"simple images close to the maximum size specified by "
"simple-image-size. Larger numbers will result in smaller "
"simple images. Generally the value should be considerably "
"less than 1."));
ConfigVariableInt geom_cache_size
("geom-cache-size", 5000,
PRC_DESC("Specifies the maximum number of entries in the cache "
"for storing pre-processed data for rendering "
"vertices. This limit is flexible, and may be "
"temporarily exceeded if many different Geoms are "
"pre-processed during the space of a single frame."));
ConfigVariableInt geom_cache_min_frames
("geom-cache-min-frames", 1,
PRC_DESC("Specifies the minimum number of frames any one particular "
"object will remain in the geom cache, even if geom-cache-size "
"is exceeded."));
ConfigVariableInt released_vbuffer_cache_size
("released-vbuffer-cache-size", 1048576,
PRC_DESC("Specifies the size in bytes of the cache of vertex "
"buffers that have recently been released. If a new vertex "
"buffer is prepared while a recently-released one of the same "
"size is still in the cache, that same buffer is recycled. This "
"cuts down on the overhead of creating and destroying vertex "
"buffers on the graphics card."));
ConfigVariableInt released_ibuffer_cache_size
("released-ibuffer-cache-size", 102400,
PRC_DESC("Specifies the size in bytes of the cache of index "
"buffers that have recently been released. If a new index "
"buffer is prepared while a recently-released one of the same "
"size is still in the cache, that same buffer is recycled. This "
"cuts down on the overhead of creating and destroying index "
"buffers on the graphics card."));
ConfigVariableDouble default_near
("default-near", 1.0,
PRC_DESC("The default near clipping distance for all cameras."));
ConfigVariableDouble default_far
("default-far", 100000.0,
PRC_DESC("The default far clipping distance for all cameras."));
ConfigVariableDouble lens_far_limit
("lens-far-limit", 0.0000001,
PRC_DESC("This number is used to reduce the effect of numeric inaccuracies "
"in Lens::extrude(). It should be a very small, positive number, "
"almost zero; set it larger if Lens::extrude() returns values "
"that appear meaningless, and set it smaller if you appear to be "
"unable to move the far plane out far enough."));
ConfigVariableDouble default_fov
("default-fov", 30.0,
PRC_DESC("The default field of view in degrees for all cameras. This is "
"defined as a min_fov; that is, it is the field-of-view for the "
"smallest of the X and Y sizes of the window, which is usually "
"the vertical field of view (windows are usually wider than they "
"are tall). For a 4x3 window, 30 degrees vertical is roughly "
"40 degrees horizontal."));
ConfigVariableDouble default_iod
("default-iod", 0.2,
PRC_DESC("The default interocular distance for stereo cameras."));
ConfigVariableDouble default_converge
("default-converge", 25.0,
PRC_DESC("The default convergence distance for stereo cameras."));
ConfigVariableDouble default_keystone
("default-keystone", 0.0f,
PRC_DESC("The default keystone correction, as an x y pair, for all cameras."));
ConfigVariableFilename vertex_save_file_directory
("vertex-save-file-directory", "",
PRC_DESC("The directory in which the saved vertex data file is created "
"for saving vertex buffers that have been evicted from RAM. If "
"this is the empty string, or an invalid directory, a system "
"default directory will be chosen."));
ConfigVariableString vertex_save_file_prefix
("vertex-save-file-prefix", "p3d_vdata_",
PRC_DESC("A prefix used to generate the filename for the saved vertex "
"data file which is created for saving vertex buffers that have "
"been evicted from RAM. A uniquifying sequence number and "
"filename extension will be appended to this string."));
ConfigVariableInt vertex_data_small_size
("vertex-data-small-size", 64,
PRC_DESC("When a GeomVertexArrayData is this number of bytes or smaller, it "
"is deemed too small to pay the overhead of paging it in and out, "
"and it is permanently retained resident."));
ConfigVariableInt vertex_data_page_threads
("vertex-data-page-threads", 1,
PRC_DESC("When this is nonzero (and Panda has been compiled with thread "
"support) then this number of sub-threads will be spawned to "
"evict vertex pages to disk and read them back again. When this "
"is 0, this work will be done in the main thread, which may "
"introduce occasional random chugs in rendering."));
ConfigVariableInt graphics_memory_limit
("graphics-memory-limit", -1,
PRC_DESC("This is a default limit that is imposed on each GSG at "
"GSG creation time. It limits the total amount of graphics "
"memory, including texture memory and vertex buffer memory, "
"that will be consumed by the GSG, regardless of whether the "
"hardware claims to provide more graphics memory than this. "
"It is useful to put a ceiling on graphics memory consumed, since "
"some drivers seem to allow the application to consume more "
"memory than the hardware can realistically support. "
"Set this to -1 to have no limit other than the normal "
"hardware-imposed limit."));
ConfigVariableInt sampler_object_limit
("sampler-object-limit", 2048,
PRC_DESC("This is a default limit that is imposed on each GSG at "
"GSG creation time. It limits the total amount of sampler "
"objects that will be k.ept by the GSG, regardless of whether "
"the hardware claims to provide more sampler objects than this. "
"Direct3D 10-capable hardware supports at least 4096 distinct "
"sampler objects, but we provide a slightly more conservative "
"limit by default."));
ConfigVariableDouble adaptive_lru_weight
("adaptive-lru-weight", 0.2,
PRC_DESC("Specifies the weight factor used to compute the AdaptiveLru's "
"exponential moving average."));
ConfigVariableInt adaptive_lru_max_updates_per_frame
("adaptive-lru-max-updates-per-frame", 40,
PRC_DESC("The number of pages the AdaptiveLru class will update per "
"frame. Do not set this too high or it will degrade "
"performance."));
ConfigVariableDouble async_load_delay
("async-load-delay", 0.0,
PRC_DESC("If this is nonzero, it represents an artificial delay, "
"in seconds, that is imposed on every asynchronous load attempt "
"(within the thread). Its purpose is to help debug errors that "
"may occur when an asynchronous load is delayed. The "
"delay is per-model, and all aync loads will be queued "
"up behind the delay--it is as if the time it takes to read a "
"file is increased by this amount per read."));
ConfigVariableInt lens_geom_segments
("lens-geom-segments", 50,
PRC_DESC("This is the number of times to subdivide the visualization "
"wireframe created when Lens::make_geometry() (or "
"LensNode::show_frustum()) is called, for representing accurate "
"curves. Note that this is only "
"used for a nonlinear lens such as a cylindrical or fisheye "
"lens; for a normal perspective or orthographic lens, the "
"wireframe is not subdivided."));
ConfigVariableBool stereo_lens_old_convergence
("stereo-lens-old-convergence", false,
PRC_DESC("In Panda3D 1.8 and below, when using a stereo lens, Panda "
"generate an incorrect frustum skew for a given convergence "
"distance, meaning that the left-right images wouldn't "
"overlap at the configured distance. This calculation has "
"since been corrected, but if your application relies on the "
"old, incorrect behavior, this may be set to 'true' to switch "
"back to the old calculation."));
ConfigVariableString cg_glsl_version
("cg-glsl-version", "",
PRC_DESC("If this is set, it forces the Cg compiler to generate GLSL "
"code conforming to the given GLSL version when using the "
"glslv, glslf or glslg profiles. Use this when you are having "
"problems with these profiles. Example values are 120 or 150."));
ConfigVariableBool glsl_preprocess
("glsl-preprocess", true,
PRC_DESC("If this is enabled, Panda looks for lines starting with "
"#pragma include when loading a GLSL shader and processes "
"it appropriately. This can be useful if you have code that "
"is shared between multiple shaders. Set this to false if "
"you have no need for this feature or if you do your own "
"preprocessing of GLSL shaders."));
ConfigVariableInt glsl_include_recursion_limit
("glsl-include-recursion-limit", 10,
PRC_DESC("This sets a limit on how many nested #pragma include "
"directives that Panda will follow when glsl-preprocess is "
"enabled. This is used to prevent infinite recursion when "
"two shader files include each other."));
ConfigureFn(config_gobj) {
AnimateVerticesRequest::init_type();
BufferContext::init_type();
Geom::init_type();
GeomCacheEntry::init_type();
GeomPipelineReader::init_type();
GeomContext::init_type();
GeomLines::init_type();
GeomLinesAdjacency::init_type();
GeomLinestrips::init_type();
GeomLinestripsAdjacency::init_type();
GeomMunger::init_type();
GeomPoints::init_type();
GeomPrimitive::init_type();
GeomPrimitivePipelineReader::init_type();
GeomTriangles::init_type();
GeomTrianglesAdjacency::init_type();
GeomTrifans::init_type();
GeomTristrips::init_type();
GeomTristripsAdjacency::init_type();
GeomPatches::init_type();
GeomVertexArrayData::init_type();
GeomVertexArrayDataHandle::init_type();
GeomVertexArrayFormat::init_type();
GeomVertexData::init_type();
GeomVertexDataPipelineReader::init_type();
GeomVertexDataPipelineWriter::init_type();
GeomVertexFormat::init_type();
IndexBufferContext::init_type();
InternalName::init_type();
Lens::init_type();
Material::init_type();
MatrixLens::init_type();
OcclusionQueryContext::init_type();
OrthographicLens::init_type();
ParamTextureImage::init_type();
ParamTextureSampler::init_type();
PerspectiveLens::init_type();
PreparedGraphicsObjects::EnqueuedObject::init_type();
QueryContext::init_type();
SamplerContext::init_type();
SamplerState::init_type();
ShaderContext::init_type();
Shader::init_type();
SliderTable::init_type();
Texture::init_type();
TextureContext::init_type();
TexturePoolFilter::init_type();
TextureReloadRequest::init_type();
TextureStage::init_type();
TimerQueryContext::init_type();
TransformBlend::init_type();
TransformBlendTable::init_type();
TransformTable::init_type();
UserVertexSlider::init_type();
UserVertexTransform::init_type();
VertexBufferContext::init_type();
VertexSlider::init_type();
VertexDataBuffer::init_type();
VertexDataPage::init_type();
VertexTransform::init_type();
VideoTexture::init_type();
// Registration of writeable object's creation functions with BamReader's
// factory
Geom::register_with_read_factory();
GeomLines::register_with_read_factory();
GeomLinesAdjacency::register_with_read_factory();
GeomLinestrips::register_with_read_factory();
GeomLinestripsAdjacency::register_with_read_factory();
GeomPoints::register_with_read_factory();
GeomTriangles::register_with_read_factory();
GeomTrianglesAdjacency::register_with_read_factory();
GeomTrifans::register_with_read_factory();
GeomTristrips::register_with_read_factory();
GeomTristripsAdjacency::register_with_read_factory();
GeomPatches::register_with_read_factory();
GeomVertexArrayData::register_with_read_factory();
GeomVertexArrayFormat::register_with_read_factory();
GeomVertexData::register_with_read_factory();
GeomVertexFormat::register_with_read_factory();
InternalName::register_with_read_factory();
Material::register_with_read_factory();
MatrixLens::register_with_read_factory();
OrthographicLens::register_with_read_factory();
ParamTextureImage::register_with_read_factory();
ParamTextureSampler::register_with_read_factory();
PerspectiveLens::register_with_read_factory();
Shader::register_with_read_factory();
SliderTable::register_with_read_factory();
Texture::register_with_read_factory();
TextureStage::register_with_read_factory();
TransformBlendTable::register_with_read_factory();
TransformTable::register_with_read_factory();
UserVertexSlider::register_with_read_factory();
UserVertexTransform::register_with_read_factory();
}