Added GraphicsThread class
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136
include/osg/GraphicsThread
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136
include/osg/GraphicsThread
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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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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#include <osg/State>
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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 <list>
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namespace osg {
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// forward declare GraphicsContext
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class GraphicsContext;
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class Block: public osg::Referenced {
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public:
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Block():_released(false) {}
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inline void block()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> mutlock(_mut);
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if( !_released )
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_cond.wait(&_mut);
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}
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inline void release()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> mutlock(_mut);
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if (!_released)
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{
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_released = true;
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_cond.broadcast();
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}
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}
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inline void reset()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> mutlock(_mut);
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_released = false;
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}
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inline void set(bool doRelease)
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{
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if (doRelease!=_released)
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{
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if (doRelease) release();
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else reset();
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}
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}
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protected:
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~Block()
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{
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release();
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}
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private:
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OpenThreads::Mutex _mut;
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OpenThreads::Condition _cond;
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bool _released;
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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 GraphicsThread : public Referenced, public OpenThreads::Thread
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{
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public:
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GraphicsThread(): _graphicsContext(0) {}
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/** Base class for implementing GraphicsThread operations.*/
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struct OSG_EXPORT Operation : public Referenced
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{
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virtual void operator () (GraphicsContext*) {}
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};
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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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virtual void run();
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protected:
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virtual ~GraphicsThread();
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friend class GraphicsContext;
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GraphicsContext* _graphicsContext;
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typedef std::list< ref_ptr<Operation> > OperationQueue;
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OpenThreads::Mutex _operationsMutex;
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OperationQueue _operations;
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};
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/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
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struct OSG_EXPORT SwapBufferOperation : public GraphicsThread::Operation
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{
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virtual void operator () (GraphicsContext* context);
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};
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/** BarrierOperation allows one syncronize multiple GraphicsThreads with each other.*/
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struct OSG_EXPORT BarrierOperation : public GraphicsThread::Operation, public OpenThreads::Barrier
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{
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BarrierOperation(int numThreads=0): OpenThreads::Barrier(numThreads) {}
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virtual void operator () (GraphicsContext* context);
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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 GraphicsThread::Operation, public Block
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{
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ReleaseContext_Block_MakeCurrentOperation() {}
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virtual void operator () (GraphicsContext* context);
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};
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}
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#endif
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124
src/osg/GraphicsThread.cpp
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124
src/osg/GraphicsThread.cpp
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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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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#include <osg/GraphicsThread>
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#include <osg/GraphicsContext>
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#include <osg/Notify>
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using namespace osg;
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GraphicsThread::~GraphicsThread()
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{
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}
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void GraphicsThread::add(Operation* operation, bool waitForCompletion)
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{
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osg::BarrierOperation* barrier = 0;
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{
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// aquire the lock on the operations queue to prevent anyone else for modifying it at the same time
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_operationsMutex);
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// add the operation to the end of the list
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_operations.push_back(operation);
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if (waitForCompletion)
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{
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barrier = new BarrierOperation(2);
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_operations.push_back(barrier);
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}
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}
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if (barrier)
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{
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// now we wait till the barrier is joined by the graphics thread.
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barrier->block();
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}
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}
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void GraphicsThread::run()
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{
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// make the graphics context current.
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if (_graphicsContext) _graphicsContext->makeCurrent();
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bool firstTime = false;
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bool _done = false;
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do
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{
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ref_ptr<Operation> operation;
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// get the front of the file request list.
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_operationsMutex);
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if (!_operations.empty())
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{
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// get the front the queue
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operation = _operations.front();
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// remove it from the opeations queue
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_operations.erase(_operations.begin());
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}
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}
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if (operation.valid())
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{
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// call the graphics operation.
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(*operation)(_graphicsContext);
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}
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if (firstTime)
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{
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// do a yield to get round a peculiar thread hang when testCancel() is called
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// in certain cirumstances - of which there is no particular pattern.
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YieldCurrentThread();
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firstTime = false;
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}
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} while (!testCancel() && !_done);
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// release the graphics context so that others can aquire it.
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if (_graphicsContext) _graphicsContext->releaseContext();
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}
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void SwapBufferOperation::operator () (GraphicsContext* context)
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{
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if (context) context->swapBuffers();
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}
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void BarrierOperation::operator () (GraphicsContext*)
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{
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block();
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}
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void ReleaseContext_Block_MakeCurrentOperation::operator () (GraphicsContext* context)
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{
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if (!context) return;
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// release the graphics context.
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context->releaseContext();
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// reset the block so that it the next call to block()
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reset();
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// block this thread, untill the block is released externally.
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block();
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// re aquire the graphcis context.
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context->makeCurrent();
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}
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