OpenSceneGraph/src/osg/GLObjects.cpp

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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.
*/
#include <osg/GLObjects>
#include <osg/Texture>
#include <osg/VertexProgram>
#include <osg/FragmentProgram>
#include <osg/Shader>
#include <osg/BufferObject>
#include <osg/FrameBufferObject>
#include <osg/Drawable>
#include <osg/OcclusionQueryNode>
void osg::flushDeletedGLObjects(unsigned int contextID, double currentTime, double& availableTime)
{
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushDeletedDisplayLists(contextID,availableTime);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::Texture::flushDeletedTextureObjects(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
}
void osg::flushAllDeletedGLObjects(unsigned int contextID)
{
double currentTime = DBL_MAX;
double availableTime = DBL_MAX;
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::flushAllDeletedBufferObjects(contextID);
osg::Texture::flushAllDeletedTextureObjects(contextID);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
}
void osg::deleteAllGLObjects(unsigned int contextID)
{
double currentTime = DBL_MAX;
double availableTime = DBL_MAX;
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::deleteAllBufferObjects(contextID);
osg::Texture::deleteAllTextureObjects(contextID);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
}
void osg::discardAllGLObjects(unsigned int contextID)
{
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::discardAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::discardDeletedFragmentProgramObjects(contextID);
osg::VertexProgram::discardDeletedVertexProgramObjects(contextID);
#endif
osg::GLBufferObject::discardAllBufferObjects(contextID);
osg::Texture::discardAllTextureObjects(contextID);
osg::FrameBufferObject::discardDeletedFrameBufferObjects(contextID);
osg::Program::discardDeletedGlPrograms(contextID);
osg::RenderBuffer::discardDeletedRenderBuffers(contextID);
osg::Shader::discardDeletedGlShaders(contextID);
osg::OcclusionQueryNode::discardDeletedQueryObjects(contextID);
}