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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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.
*/
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#ifndef OSGDB_DATABASEPAGER
#define OSGDB_DATABASEPAGER 1
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#include <osg/NodeVisitor>
#include <osg/Group>
#include <osg/PagedLOD>
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#include <osg/Drawable>
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#include <osg/GraphicsThread>
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#include <OpenThreads/Thread>
#include <OpenThreads/Mutex>
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#include <OpenThreads/ScopedLock>
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#include <OpenThreads/Condition>
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#include <osgDB/SharedStateManager>
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#include <osgDB/Export>
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#include <map>
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#include <list>
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namespace osgDB {
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/** Database paging class which manages the loading of files in a background thread,
* and syncronizing of loaded models with the main scene graph.*/
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class OSGDB_EXPORT DatabasePager : public osg::NodeVisitor::DatabaseRequestHandler, public OpenThreads::Thread
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{
public :
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typedef OpenThreads::Thread::ThreadPriority ThreadPriority;
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DatabasePager();
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/** Add a request to load a node file to end the the database request list.*/
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virtual void requestNodeFile(const std::string& fileName,osg::Group* group, float priority, const osg::FrameStamp* framestamp);
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/** Run does the database paging.*/
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virtual void run();
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/** Cancel the database pager thread.*/
virtual int cancel();
/** Clear all internally cached structures.*/
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virtual void clear();
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/** Set whether the database pager thread should be paused or not.*/
void setDatabasePagerThreadPause(bool pause);
/** Get whether the database pager thread should is paused or not.*/
bool getDatabasePagerThreadPause() const { return _databasePagerThreadPaused; }
/** Set whether new database request calls are accepted or ignored.*/
void setAcceptNewDatabaseRequests(bool acceptNewRequests) { _acceptNewRequests = acceptNewRequests; }
/** Get whether new database request calls are accepted or ignored.*/
bool getAcceptNewDatabaseRequests() const { return _acceptNewRequests; }
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/** Set the use of the frame block which, if enabled, blocks the DatabasePager
* from executing which the current frame is being drawn.
* When a single processor machine is being used it can be useful to block on
* frame to help prevent the database paging thread from slowing the cull and draw
* traversals which in turn can cause frame drops.*/
void setUseFrameBlock(bool useFrameBlock) { _useFrameBlock = useFrameBlock; }
/** Get the whether UseFrameBlock is on or off.*/
bool getUseFrameBlock() const { return _useFrameBlock; }
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osg::Block* getFrameBlock() { return _frameBlock.get(); }
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/** Set the priority of the database pager thread during the frame (i.e. while cull and draw are running.)*/
void setThreadPriorityDuringFrame(ThreadPriority duringFrame) { _threadPriorityDuringFrame = duringFrame; }
/** Get the priority of the database pager thread during the frame*/
ThreadPriority getThreadPriorityDuringFrame() const { return _threadPriorityDuringFrame; }
/** Set the priority of the database pager thread when the frame is not being exectuted (i.e. before or after cull and draw have run.)*/
void setThreadPriorityOutwithFrame(ThreadPriority outwithFrame) { _threadPriorityOutwithFrame = outwithFrame; }
/** Get the priority of the database pager thread when the frame is not being exectuted.*/
ThreadPriority getThreadPriorityOutwithFrame() const { return _threadPriorityOutwithFrame; }
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/** Get the number of frames that are currently active.*/
int getNumFramesActive() const { return _numFramesActive; }
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/** Signal the database thread that the update, cull and draw has begun for a new frame.
* Note, this is called by the application so that the database pager can go to sleep while the CPU is busy on the main rendering threads. */
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virtual void signalBeginFrame(const osg::FrameStamp* framestamp);
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/** Signal the database thread that the update, cull and draw dispatch has completed.
* Note, this is called by the application so that the database pager can go to wake back up now the main rendering threads are iddle waiting for the next frame.*/
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virtual void signalEndFrame();
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/** Find all PagedLOD nodes in a subgraph and register them with
* the DatabasePager so it can keep track of expired nodes.
* note, should be only be called from the update thread. */
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virtual void registerPagedLODs(osg::Node* subgraph);
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/** Set whether the database pager should pre compile OpenGL objects before allowing
* them to be merged into the scene graph.
* Pre compilation helps reduce the chances of frame drops, but also slows the
* speed at which tiles are merged as they have to be compiled first.*/
void setDoPreCompile(bool flag) { _doPreCompile = flag; }
/** Get whether the database pager should pre compile OpenGL objects before allowing
* them to be merged into the scene graph.*/
bool getDoPreCompile() const { return _doPreCompile; }
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/** Set the target frame rate that the DatabasePager should assume.
* Typically one would set this to the value refresh rate of your display system i.e. 60Hz.
* Default value is 100.
* Usage notes. The TargetFrameRate and the MinimumTimeAvailableForGLCompileAndDeletePerFrame
* parameters are not directly used by DatabasePager, but are should be used as a guide for how
* long to set aside per frame for compiling and deleting OpenGL objects - ie. the value to use
* when calling DatabasePager::compileGLObjectgs(state,availableTime,). The longer amount of
* time to set aside cthe faster databases will be paged in but with increased chance of frame drops,
* the lower the amount of time the set aside the slower databases will paged it but with better
* chance of avoid any frame drops. The default values are chosen to achieve the later when running
* on a modern mid to high end PC.
* The way to compute the amount of available time use a scheme such as :
* availableTime = maximum(1.0/targetFrameRate - timeTakenDuringUpdateCullAndDraw, minimumTimeAvailableForGLCompileAndDeletePerFrame).
*/
void setTargetFrameRate(double tfr) { _targetFrameRate = tfr; }
/** Get the target frame rate that the DatabasePager should assume.*/
double getTargetFrameRate() const { return _targetFrameRate; }
/** Set the minimum amount of time (in seconds) that should be made available for compiling and delete OpenGL objects per frame.
* Default value is 0.001 (1 millisecond).
* For usage see notes in setTargetFrameRate.*/
void setMinimumTimeAvailableForGLCompileAndDeletePerFrame(double ta) { _minimumTimeAvailableForGLCompileAndDeletePerFrame = ta; }
/** Get the minimum amount of time that should be made available for compiling and delete OpenGL objects per frame.
* For usage see notes in setTargetFrameRate.*/
double getMinimumTimeAvailableForGLCompileAndDeletePerFrame() const { return _minimumTimeAvailableForGLCompileAndDeletePerFrame; }
/** Set the maximum number of OpenGL objects that the page should attempt to compile per frame.
* Note, Lower values reduces chances of a frame drop but lower the rate that database will be paged in at.
* Default value is 8. */
void setMaximumNumOfObjectsToCompilePerFrame(unsigned int num) { _maximumNumOfObjectsToCompilePerFrame = num; }
/** Get the maximum number of OpenGL objects that the page should attempt to compile per frame.*/
unsigned int getMaximumNumOfObjectsToCompilePerFrame() const { return _maximumNumOfObjectsToCompilePerFrame; }
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/** Set the amount of time that a subgraph will be kept without being visited in the cull traversal
* before being removed.*/
void setExpiryDelay(double expiryDelay) { _expiryDelay = expiryDelay; }
/** Get the amount of time that a subgraph will be kept without being visited in the cull traversal
* before being removed.*/
double getExpiryDelay() const { return _expiryDelay; }
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/** set whether the removed subgraphs should be deleted in the database thread or not.*/
void setDeleteRemovedSubgraphsInDatabaseThread(bool flag) { _deleteRemovedSubgraphsInDatabaseThread = flag; }
/** get whether the removed subgraphs should be deleted in the database thread or not.*/
bool getDeleteRemovedSubgraphsInDatabaseThread() const { return _deleteRemovedSubgraphsInDatabaseThread; }
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/** set whether newly loaded textures should have their UnrefImageDataAfterApply set to a specified value.*/
void setUnrefImageDataAfterApplyPolicy(bool changeAutoUnRef, bool valueAutoUnRef) { _changeAutoUnRef = changeAutoUnRef; _valueAutoUnRef = valueAutoUnRef; }
/** get whether newly loaded textures should have their UnrefImageDataAfterApply set to a specified value.*/
void getUnrefImageDataAfterApplyPolicy(bool& changeAutoUnRef, bool& valueAutoUnRef) const { changeAutoUnRef = _changeAutoUnRef; valueAutoUnRef = _valueAutoUnRef; }
/** set whether newly loaded textures should have their MaxAnisotopy set to a specified value.*/
void setMaxAnisotropyPolicy(bool changeAnisotropy, float valueAnisotropy) { _changeAnisotropy = changeAnisotropy; _valueAnisotropy = valueAnisotropy; }
/** set whether newly loaded textures should have their MaxAnisotopy set to a specified value.*/
void getMaxAnisotropyPolicy(bool& changeAnisotropy, float& valueAnisotropy) const { changeAnisotropy = _changeAnisotropy; valueAnisotropy = _valueAnisotropy; }
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/** Return true if there are pending updates to the scene graph that require a call to updateSceneGraph(double). */
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bool requiresUpdateSceneGraph() const;
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/** Merge the changes to the scene graph by calling calling removeExpiredSubgraphs then addLoadedDataToSceneGraph.
* Note, must only be called from single thread update phase. */
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virtual void updateSceneGraph(double currentFrameTime)
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{
removeExpiredSubgraphs(currentFrameTime);
addLoadedDataToSceneGraph(currentFrameTime);
}
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/** Turn the compilation of rendering objects for specfied graphics context on (true) or off(false). */
void setCompileGLObjectsForContextID(unsigned int contextID, bool on);
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/** Get whether the compilation of rendering objects for specfied graphics context on (true) or off(false). */
bool getCompileGLObjectsForContextID(unsigned int contextID);
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/** Return true if there are pending compile operations that are required.
* If requiresCompileGLObjects() return true the application should call compileGLObjects() .*/
bool requiresCompileGLObjects() const;
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/** Compile the rendering objects (display lists,texture objects, VBO's) on loaded subgraph.
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* note, should only be called from the draw thread.
* Note, must only be called from a valid graphics context. */
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virtual void compileGLObjects(osg::State& state,double& availableTime);
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typedef std::list< osg::ref_ptr<osg::PagedLOD> > PagedLODList;
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typedef std::set< osg::ref_ptr<osg::StateSet> > StateSetList;
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typedef std::vector< osg::ref_ptr<osg::Drawable> > DrawableList;
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typedef std::pair<StateSetList,DrawableList> DataToCompile;
typedef std::map< unsigned int, DataToCompile > DataToCompileMap;
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typedef std::set<unsigned int> ActiveGraphicsContexts;
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protected:
virtual ~DatabasePager();
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friend struct DatabaseRequest;
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struct DatabaseRequest : public osg::Referenced
{
DatabaseRequest():
_numOfRequests(0)
{}
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std::string _fileName;
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int _frameNumberFirstRequest;
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double _timestampFirstRequest;
float _priorityFirstRequest;
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int _frameNumberLastRequest;
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double _timestampLastRequest;
float _priorityLastRequest;
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unsigned int _numOfRequests;
osg::ref_ptr<osg::Group> _groupForAddingLoadedSubgraph;
osg::ref_ptr<osg::Node> _loadedModel;
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DataToCompileMap _dataToCompileMap;
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};
typedef std::vector< osg::ref_ptr<DatabaseRequest> > DatabaseRequestList;
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typedef std::vector< osg::ref_ptr<osg::Object> > ObjectList;
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// forward declare inner helper classes
class FindCompileableGLObjectsVisitor;
friend class FindCompileableGLObjectsVisitor;
class FindPagedLODsVisitor;
friend class FindPagedLODsVisitor;
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struct SortFileRequestFunctor;
friend struct SortFileRequestFunctor;
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OpenThreads::Mutex _run_mutex;
bool _startThreadCalled;
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osg::ref_ptr<osg::Block> _databasePagerThreadBlock;
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inline void updateDatabasePagerThreadBlock()
{
_databasePagerThreadBlock->set(
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(!_fileRequestList.empty() || !_childrenToDeleteList.empty()) && !_databasePagerThreadPaused);
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}
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inline void updateFrameBlock(int delta)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_numFramesActiveMutex);
_numFramesActive += delta;
_frameBlock->set(_numFramesActive==0);
}
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/** Iterate through the active PagedLOD nodes children removing
* children which havn't been visited since specified expiryTime.
* note, should be only be called from the update thread. */
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virtual void removeExpiredSubgraphs(double currentFrameTime);
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/** Add the loaded data to the scene graph.*/
void addLoadedDataToSceneGraph(double currentFrameTime);
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bool _done;
bool _acceptNewRequests;
bool _databasePagerThreadPaused;
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bool _useFrameBlock;
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int _numFramesActive;
mutable OpenThreads::Mutex _numFramesActiveMutex;
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osg::ref_ptr<osg::Block> _frameBlock;
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int _frameNumber;
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ThreadPriority _threadPriorityDuringFrame;
ThreadPriority _threadPriorityOutwithFrame;
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DatabaseRequestList _fileRequestList;
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mutable OpenThreads::Mutex _fileRequestListMutex;
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DatabaseRequestList _dataToCompileList;
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mutable OpenThreads::Mutex _dataToCompileListMutex;
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bool _changeAutoUnRef;
bool _valueAutoUnRef;
bool _changeAnisotropy;
float _valueAnisotropy;
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bool _deleteRemovedSubgraphsInDatabaseThread;
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ObjectList _childrenToDeleteList;
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mutable OpenThreads::Mutex _childrenToDeleteListMutex;
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DatabaseRequestList _dataToMergeList;
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mutable OpenThreads::Mutex _dataToMergeListMutex;
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PagedLODList _activePagedLODList;
PagedLODList _inactivePagedLODList;
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double _expiryDelay;
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ActiveGraphicsContexts _activeGraphicsContexts;
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bool _doPreCompile;
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double _targetFrameRate;
double _minimumTimeAvailableForGLCompileAndDeletePerFrame;
unsigned int _maximumNumOfObjectsToCompilePerFrame;
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};
}
#endif