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