DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/StateSetCache

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/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
* Copyright 2020 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_STATE_SET_CACHE_H
#define OSGEARTH_STATE_SET_CACHE_H 1
#include <osgEarth/Common>
#include <osgEarth/Threading>
#include <osg/StateSet>
#include <set>
namespace osgEarth
{
/**
* Cache for optimizing state set sharing. Running a sharing pass on a node
* (with the optimize method, or one of the consolidate methods) will reduce
* any duplicate state attribute or state sets down to a single instance.
* This can help reduce the number of state changes that occur when the node
* is rendered, though this is not guanranteed.
*
* This class is not thread safe. That means:
*
* You should ONLY use it on a node that contains nothing in the LIVE scene
* graph. It will replace state attributes and state sets on nodes that it finds;
* this is illegal if those objects are in use in another thread. So the typical
* use case is to run this on a newly-loaded model or on a newly-created node
* graph before adding it to the live graph.
*
* It's OK for the contents of the cache itself to be present elsewhere, even
* in the live scene graph. These will not altered. So for example, you can re-use
* the same StateSetCache instance to optimize more than one new graph.
*/
class OSGEARTH_EXPORT StateSetCache : public osg::Referenced
{
public:
/**
* Constructs a new cache.
*/
StateSetCache();
/**
* Caps the size of the cache.
*/
void setMaxSize(unsigned maxSize);
/**
* Check whether a StateSet is eligible for sharing.
*/
bool eligible( osg::StateSet* stateSet ) const;
/**
* Check whether a StateAttribute is eligible for sharing.
*/
bool eligible( osg::StateAttribute* attr ) const;
/**
* Scans a graph and combines equivalents state attributes into
* single shared attribute. Skips any attribute (or stateset)
* with dynamic data variance
*/
void consolidateStateAttributes(osg::Node* node, bool traverseProxies = true);
/**
* Scans a graph and combines equivalent statesets into a single
* shared stateset. Skips any stateset with dynamic data variance.
*/
void consolidateStateSets(osg::Node* node, bool traverseProxies = true);
/**
* Calls consolidateStateAttributes followed by consolidateStateSets.
*/
void optimize(osg::Node* node, bool traverseProxies = true);
/**
* Looks in the cache for a stateset matching the input. If found,
* returns the cached one in output. If not found, stores the input
* in the cache and returns the same one in output.
*
* Must use ref_ptrs for thread safely
*/
bool share(
osg::ref_ptr<osg::StateSet>& input,
osg::ref_ptr<osg::StateSet>& output,
bool checkEligible =true );
/**
* Looks in the attribute cache for an attribute matching the input.
* If found, returns the cached one in output. If not found, stores
* the input in the cache and returns the same one in output.
*
* Must use ref_ptrs for thread safely
*/
bool share(
osg::ref_ptr<osg::StateAttribute>& input,
osg::ref_ptr<osg::StateAttribute>& output,
bool checkEligible =true );
/**
* Number of statesets in the cache.
*/
unsigned size() const { return _stateSetCache.size(); }
//! marks all caches statesets as DYNAMIC so they cannot be
//! shared again.
void protect();
/**
* Clears out the cache.
*/
void clear();
void dumpStats();
void releaseGLObjects(osg::State* state) const;
protected:
virtual ~StateSetCache();
struct CompareStateSets {
bool operator()(
const osg::ref_ptr<osg::StateSet>& lhs,
const osg::ref_ptr<osg::StateSet>& rhs) const {
return lhs->compare(*(rhs.get()), true) < 0;
}
};
typedef std::set< osg::ref_ptr<osg::StateSet>, CompareStateSets> StateSetSet;
StateSetSet _stateSetCache;
struct CompareStateAttributes {
bool operator()(
const osg::ref_ptr<osg::StateAttribute>& lhs,
const osg::ref_ptr<osg::StateAttribute>& rhs) const {
return lhs->compare(*rhs.get()) < 0;
}
};
typedef std::set< osg::ref_ptr<osg::StateAttribute>, CompareStateAttributes> StateAttributeSet;
StateAttributeSet _stateAttributeCache;
mutable std::mutex _mutex;
void prune();
void pruneIfNecessary();
unsigned _maxSize;
unsigned _pruneCount;
//stats
unsigned _attrShareAttempts;
unsigned _attrsIneligible;
unsigned _attrShareHits;
unsigned _attrShareMisses;
};
}
#endif // OSGEARTH_STATE_SET_CACHE_H