OpenSceneGraph/include/osg/GraphicsThread

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_GRAPHICSTHREAD
#define OSG_GRAPHICSTHREAD 1
#include <osg/observer_ptr>
#include <osg/Object>
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#include <OpenThreads/Thread>
#include <OpenThreads/Barrier>
#include <OpenThreads/Condition>
#include <OpenThreads/Block>
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#include <list>
namespace osg {
class RefBlock: virtual public osg::Referenced, public OpenThreads::Block
{
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public:
RefBlock() {}
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};
/** Base class for implementing graphics operations.*/
struct Operation : virtual public Referenced
{
Operation(const std::string& name, bool keep):
_name(name),
_keep(keep) {}
virtual ~Operation() {}
/** Set the human readable name of the operation.*/
void setName(const std::string& name) { _name = name; }
/** Get the human readable name of the operation.*/
const std::string& getName() const { return _name; }
/** Set whether the operation should be kept once its been applied.*/
void setKeep(bool keep) { _keep = keep; }
/** Get whether the operation should be kept once its been applied.*/
bool getKeep() const { return _keep; }
/** if this operation is a barrier then release it.*/
virtual void release() {}
/** Do the actual task of this operation.*/
virtual void operator () (Object*) = 0;
std::string _name;
bool _keep;
};
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/** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/
class OSG_EXPORT OperationsThread : public Referenced, public OpenThreads::Thread
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{
public:
OperationsThread();
void setParent(Object* parent) { _parent = parent; }
Object* getParent() { return _parent.get(); }
const Object* getParent() const { return _parent.get(); }
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/** Add operation to end of OperationQueue, this will be
* executed by the graphics thread once this operation gets to the head of the queue.*/
void add(Operation* operation, bool waitForCompletion=false);
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/** Remove operation from OperationQueue.*/
void remove(Operation* operation);
/** Remove named operation from OperationQueue.*/
void remove(const std::string& name);
/** Remove all operations from OperationQueue.*/
void removeAllOperations();
/** Get the operation currently being run.*/
osg::ref_ptr<Operation> getCurrentOperation() { return _currentOperation; }
/** Run does the graphics thread run loop.*/
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virtual void run();
void setDone(bool done);
bool getDone() const { return _done; }
/** Cancel this graphics thread.*/
virtual int cancel();
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protected:
virtual ~OperationsThread();
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observer_ptr<Object> _parent;
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typedef std::list< ref_ptr<Operation> > OperationQueue;
bool _done;
OpenThreads::Mutex _operationsMutex;
osg::ref_ptr<osg::RefBlock> _operationsBlock;
OperationQueue _operations;
osg::ref_ptr<Operation> _currentOperation;
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};
/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
struct OSG_EXPORT SwapBuffersOperation : public Operation
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{
SwapBuffersOperation():
Operation("SwapBuffers",true) {}
virtual void operator () (Object* context);
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};
/** BarrierOperation allows one to syncronize multiple GraphicsThreads with each other.*/
struct OSG_EXPORT BarrierOperation : public Operation, public OpenThreads::Barrier
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{
enum PreBlockOp
{
NO_OPERATION,
GL_FLUSH,
GL_FINISH
};
BarrierOperation(int numThreads, PreBlockOp op=NO_OPERATION):
Operation("Barrier", true),
OpenThreads::Barrier(numThreads),
_preBlockOp(op) {}
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virtual void release();
virtual void operator () (Object* context);
PreBlockOp _preBlockOp;
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};
/** ReleaseContext_Block_MakeCurrentOperation releases the context for another thread to aquire,
* then blocks waiting for context to be released, once the block is release the context is re-aqquired.*/
struct OSG_EXPORT ReleaseContext_Block_MakeCurrentOperation : public Operation, public RefBlock
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{
ReleaseContext_Block_MakeCurrentOperation():
Operation("ReleaseContext_Block_MakeCurrent", false) {}
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virtual void release();
virtual void operator () (Object* context);
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};
}
#endif