2006-07-18 23:21:48 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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2005-08-19 04:35:19 +08:00
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_GRAPHICSTHREAD
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#define OSG_GRAPHICSTHREAD 1
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2007-02-03 06:30:36 +08:00
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#include <osg/observer_ptr>
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#include <osg/Object>
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2005-08-19 04:35:19 +08:00
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#include <OpenThreads/Thread>
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#include <OpenThreads/Barrier>
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#include <OpenThreads/Condition>
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#include <OpenThreads/Block>
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#include <list>
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namespace osg {
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class RefBlock: virtual public osg::Referenced, public OpenThreads::Block
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{
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public:
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RefBlock() {}
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};
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2006-12-25 00:40:19 +08:00
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/** Base class for implementing graphics operations.*/
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struct Operation : virtual public Referenced
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{
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Operation(const std::string& name, bool keep):
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_name(name),
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_keep(keep) {}
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virtual ~Operation() {}
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/** Set the human readable name of the operation.*/
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void setName(const std::string& name) { _name = name; }
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/** Get the human readable name of the operation.*/
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const std::string& getName() const { return _name; }
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/** Set whether the operation should be kept once its been applied.*/
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void setKeep(bool keep) { _keep = keep; }
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/** Get whether the operation should be kept once its been applied.*/
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bool getKeep() const { return _keep; }
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/** if this operation is a barrier then release it.*/
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virtual void release() {}
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/** Do the actual task of this operation.*/
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virtual void operator () (Object*) = 0;
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std::string _name;
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bool _keep;
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};
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/** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/
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class OSG_EXPORT OperationsThread : public Referenced, public OpenThreads::Thread
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{
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public:
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OperationsThread();
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void setParent(Object* parent) { _parent = parent; }
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Object* getParent() { return _parent.get(); }
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const Object* getParent() const { return _parent.get(); }
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/** Add operation to end of OperationQueue, this will be
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* executed by the graphics thread once this operation gets to the head of the queue.*/
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void add(Operation* operation, bool waitForCompletion=false);
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/** Remove operation from OperationQueue.*/
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void remove(Operation* operation);
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/** Remove named operation from OperationQueue.*/
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void remove(const std::string& name);
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/** Remove all operations from OperationQueue.*/
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void removeAllOperations();
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/** Get the operation currently being run.*/
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osg::ref_ptr<Operation> getCurrentOperation() { return _currentOperation; }
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/** Run does the graphics thread run loop.*/
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virtual void run();
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void setDone(bool done);
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bool getDone() const { return _done; }
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/** Cancel this graphics thread.*/
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virtual int cancel();
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protected:
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virtual ~OperationsThread();
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observer_ptr<Object> _parent;
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typedef std::list< ref_ptr<Operation> > OperationQueue;
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bool _done;
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OpenThreads::Mutex _operationsMutex;
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osg::ref_ptr<osg::RefBlock> _operationsBlock;
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OperationQueue _operations;
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osg::ref_ptr<Operation> _currentOperation;
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};
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/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
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struct OSG_EXPORT SwapBuffersOperation : public Operation
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{
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SwapBuffersOperation():
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Operation("SwapBuffers",true) {}
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virtual void operator () (Object* context);
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};
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/** BarrierOperation allows one to syncronize multiple GraphicsThreads with each other.*/
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struct OSG_EXPORT BarrierOperation : public Operation, public OpenThreads::Barrier
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{
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enum PreBlockOp
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{
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NO_OPERATION,
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GL_FLUSH,
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GL_FINISH
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};
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BarrierOperation(int numThreads, PreBlockOp op=NO_OPERATION):
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Operation("Barrier", true),
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OpenThreads::Barrier(numThreads),
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_preBlockOp(op) {}
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virtual void release();
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virtual void operator () (Object* context);
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PreBlockOp _preBlockOp;
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};
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/** ReleaseContext_Block_MakeCurrentOperation releases the context for another thread to aquire,
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* then blocks waiting for context to be released, once the block is release the context is re-aqquired.*/
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struct OSG_EXPORT ReleaseContext_Block_MakeCurrentOperation : public Operation, public RefBlock
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{
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ReleaseContext_Block_MakeCurrentOperation():
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Operation("ReleaseContext_Block_MakeCurrent", false) {}
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virtual void release();
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virtual void operator () (Object* context);
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};
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}
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#endif
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