OpenSceneGraph/include/osg/OperationThread

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* 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_OPERATIONTHREAD
#define OSG_OPERATIONTHREAD 1
#include <osg/observer_ptr>
#include <osg/Object>
#include <OpenThreads/Thread>
#include <OpenThreads/Barrier>
#include <OpenThreads/Condition>
#include <OpenThreads/Block>
#include <list>
#include <set>
namespace osg {
class RefBlock : virtual public osg::Referenced, public OpenThreads::Block
{
public:
RefBlock():
osg::Referenced(true) {}
};
class RefBlockCount : virtual public osg::Referenced, public OpenThreads::BlockCount
{
public:
RefBlockCount(unsigned blockCount):
osg::Referenced(true),
OpenThreads::BlockCount(blockCount) {}
};
/** Base class for implementing graphics operations.*/
class Operation : virtual public Referenced
{
public:
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Operation(const std::string& name, bool keep):
osg::Referenced(true),
_name(name),
_keep(keep) {}
/** 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;
protected:
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Operation():
Referenced(true),
_keep(false) {}
Operation(const Operation& op):
Referenced(true),
_name(op._name),
_keep(op._keep) {}
virtual ~Operation() {}
std::string _name;
bool _keep;
};
class OperationThread;
class OSG_EXPORT OperationQueue : public Referenced
{
public:
OperationQueue();
/** Get the next operation from the operation queue.
* Return null ref_ptr<> if no operations are left in queue. */
osg::ref_ptr<Operation> getNextOperation(bool blockIfEmpty = false);
/** Return true if the operation queue is empty. */
bool empty() const { return _operations.empty(); }
/** Add operation to end of OperationQueue, this will be
* executed by the operation thread once this operation gets to the head of the queue.*/
void add(Operation* operation);
/** 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();
/** Run the operations. */
void runOperations(Object* callingObject=0);
/** Call release on all operations. */
void releaseAllOperations();
/** Release operations block that is used to block threads that are waiting on an empty operations queue.*/
void releaseOperationsBlock();
typedef std::set<OperationThread*> OperationThreads;
/** Get the set of OperationThreads that are sharing this OperationQueue. */
const OperationThreads& getOperationThreads() const { return _operationThreads; }
protected:
virtual ~OperationQueue();
friend class OperationThread;
void addOperationThread(OperationThread* thread);
void removeOperationThread(OperationThread* thread);
typedef std::list< osg::ref_ptr<Operation> > Operations;
OpenThreads::Mutex _operationsMutex;
osg::ref_ptr<osg::RefBlock> _operationsBlock;
Operations _operations;
Operations::iterator _currentOperationIterator;
OperationThreads _operationThreads;
};
/** OperationThread is a helper class for running Operation within a single thread.*/
class OSG_EXPORT OperationThread : public Referenced, public OpenThreads::Thread
{
public:
OperationThread();
void setParent(Object* parent) { _parent = parent; }
Object* getParent() { return _parent.get(); }
const Object* getParent() const { return _parent.get(); }
/** Set the OperationQueue. */
void setOperationQueue(OperationQueue* opq);
/** Get the OperationQueue. */
OperationQueue* getOperationQueue() { return _operationQueue.get(); }
/** Get the const OperationQueue. */
const OperationQueue* getOperationQueue() const { return _operationQueue.get(); }
/** 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);
/** 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 opertion thread run loop.*/
virtual void run();
void setDone(bool done);
bool getDone() const { return _done; }
/** Cancel this graphics thread.*/
virtual int cancel();
protected:
virtual ~OperationThread();
observer_ptr<Object> _parent;
bool _done;
OpenThreads::Mutex _threadMutex;
osg::ref_ptr<OperationQueue> _operationQueue;
osg::ref_ptr<Operation> _currentOperation;
};
typedef OperationThread OperationsThread;
}
#endif