Further work on GraphicsContext/GraphicsThread

This commit is contained in:
Robert Osfield 2005-08-20 08:59:03 +00:00
parent f07b24e56b
commit ac07e07705
10 changed files with 582 additions and 295 deletions

View File

@ -5,12 +5,16 @@
#include <osg/Timer>
#include <osg/GraphicsContext>
#include <osg/GraphicsThread>
#include <osgUtil/UpdateVisitor>
#include <osgUtil/CullVisitor>
#include <osgUtil/SceneView>
#include <osgDB/ReadFile>
#include <map>
#include <list>
#include <iostream>
@ -25,7 +29,41 @@
///////////////////////////////////////////////////////////////////////////////
#if 1
struct FrameOperation : public osg::GraphicsThread::Operation
{
FrameOperation(osg::CameraNode* camera, osg::FrameStamp* frameStamp):
_camera(camera),
_frameStamp(frameStamp)
{
_sceneView = new osgUtil::SceneView;
_sceneView->setDefaults();
_sceneView->setFrameStamp(_frameStamp.get());
if (camera->getNumChildren()>=1)
{
_sceneView->setSceneData(camera->getChild(0));
}
}
virtual void operator () (osg::GraphicsContext* context)
{
std::cout<<"FrameOperation draw begin"<<context<<std::endl;
_sceneView->setState(context->getState());
_sceneView->setProjectionMatrix(_camera->getProjectionMatrix());
_sceneView->setViewMatrix(_camera->getViewMatrix());
_sceneView->setViewport(_camera->getViewport());
_sceneView->cull();
_sceneView->draw();
std::cout<<"FrameOperation draw end"<<context<<std::endl;
}
osg::ref_ptr<osg::CameraNode> _camera;
osg::ref_ptr<osg::FrameStamp> _frameStamp;
osg::ref_ptr<osgUtil::SceneView> _sceneView;
};
int main( int argc, char **argv )
{
@ -42,222 +80,165 @@ int main( int argc, char **argv )
std::cout << argv[0] <<": No data loaded." << std::endl;
return 1;
}
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->_windowName = "osgcamera";
traits->_x = 100;
traits->_y = 100;
traits->_width = 800;
traits->_height = 800;
traits->_windowDecoration = true;
traits->_doubleBuffer = true;
osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gfxc)
{
std::cout<<"Unable to create window."<<std::endl;
return 1;
}
// realise the window
gfxc->realize();
// create the view of the scene.
osg::ref_ptr<osg::CameraNode> camera = new osg::CameraNode;
camera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
camera->setClearColor(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
camera->setCullingActive(false);
camera->addChild(loadedModel.get());
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
// initialize the view to look at the center of the scene graph
const osg::BoundingSphere& bs = loadedModel->getBound();
osg::Matrix viewMatrix;
viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
unsigned int frameNum = 0;
osgUtil::UpdateVisitor updateVisitor;
updateVisitor.setFrameStamp(frameStamp.get());
unsigned int numberCameras = 3;
unsigned int xpos = 0;
unsigned int ypos = 400;
unsigned int width = 400;
unsigned int height = 400;
// make the graphics context current
gfxc->makeCurrent();
osg::ref_ptr<osgUtil::UpdateVisitor> updateVisitor = new osgUtil::UpdateVisitor;
osg::ref_ptr<osgUtil::CullVisitor> cullVisitor = new osgUtil::CullVisitor;
typedef std::map< osg::ref_ptr<osg::CameraNode>, osg::ref_ptr<FrameOperation> > CameraMap;
typedef std::set< osg::GraphicsContext* > GraphicsContextSet;
osg::ref_ptr<osgUtil::RenderGraph> renderGraph = new osgUtil::RenderGraph;
cullVisitor->setRenderGraph(renderGraph.get());
CameraMap cameraMap;
GraphicsContextSet graphicsContextSet;
osg::ref_ptr<osgUtil::RenderStage> renderStage = new osgUtil::RenderStage;
cullVisitor->setRenderStage(renderStage.get());
// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
while( gfxc->isRealized() )
for(unsigned int i=0; i< numberCameras; ++i)
{
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
frameStamp->setFrameNumber(frameNum++);
updateVisitor->reset();
// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
updateVisitor->setFrameStamp(frameStamp.get());
updateVisitor->setTraversalNumber(frameStamp->getFrameNumber());
osg::ref_ptr<osg::CameraNode> camera = new osg::CameraNode;
camera->addChild(loadedModel.get());
// set the view
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->_windowName = "osgcamera";
traits->_x = xpos;
traits->_y = ypos;
traits->_width = width;
traits->_height = height;
traits->_windowDecoration = true;
traits->_doubleBuffer = true;
xpos += width;
osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gfxc)
{
std::cout<<"Unable to create window."<<std::endl;
return 1;
}
// realise the window
gfxc->realize();
camera->setGraphicsContext(gfxc.get());
// initialize the view to look at the center of the scene graph
const osg::BoundingSphere& bs = loadedModel->getBound();
osg::Matrix viewMatrix;
viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
camera->setViewport(0,0,traits->_width,traits->_height);
camera->setProjectionMatrixAsPerspective(50.0f,1.4f,1.0f,10000.0f);
camera->setViewMatrix(viewMatrix);
// do the update traversal the scene graph - such as updating animations
camera->accept(*updateVisitor);
cullVisitor->reset();
cullVisitor->setFrameStamp(frameStamp.get());
cullVisitor->setTraversalNumber(frameStamp->getFrameNumber());
// update the viewport dimensions, incase the window has been resized.
camera->setViewport(0,0,traits->_width,traits->_height);
gfxc->createGraphicsThread();
renderGraph->clean();
renderStage->reset();
renderStage->setViewport(camera->getViewport());
osg::ref_ptr<osg::RefMatrix> proj = new osg::RefMatrix(camera->getProjectionMatrix());
osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix(camera->getViewMatrix());
cullVisitor->pushViewport(camera->getViewport());
cullVisitor->pushProjectionMatrix(proj.get());
cullVisitor->pushModelViewMatrix(mv.get());
// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
//camera->accept(*cullVisitor);
loadedModel->accept(*cullVisitor);
cullVisitor->popModelViewMatrix();
cullVisitor->popProjectionMatrix();
cullVisitor->popViewport();
renderStage->sort();
// prune out any empty RenderGraph children.
// note, this would be not required if the rendergraph had been
// reset at the start of each frame (see top of this method) but
// a clean has been used instead to try to minimize the amount of
// allocation and deleteing of the RenderGraph nodes.
renderGraph->prune();
renderStage->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
gfxc->getState()->setInitialViewMatrix(mv.get());
std::cout<<"before"<<std::endl;
// draw traversal
osgUtil::RenderLeaf* previous = NULL;
renderStage->draw(*(gfxc->getState()), previous);
// Swap Buffers
gfxc->swapBuffers();
std::cout<<"swap"<<std::endl;
cameraMap[camera] = new FrameOperation(camera.get(), frameStamp.get());
}
return 0;
}
#else
int main( int argc, char **argv )
{
if (argc<2)
CameraMap::iterator citr;
for(citr = cameraMap.begin();
citr != cameraMap.end();
++citr)
{
std::cout << argv[0] <<": requires filename argument." << std::endl;
return 1;
graphicsContextSet.insert(const_cast<osg::GraphicsContext*>(citr->first->getGraphicsContext()));
}
// load the scene.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
if (!loadedModel)
osg::ref_ptr<osg::SwapBuffersOperation> swapOp = new osg::SwapBuffersOperation();
osg::ref_ptr<osg::BarrierOperation> frameEndBarrierOp = new osg::BarrierOperation(graphicsContextSet.size()+1, osg::BarrierOperation::NO_OPERATION);
osg::ref_ptr<osg::BarrierOperation> preSwapBarrierOp = new osg::BarrierOperation(graphicsContextSet.size(), osg::BarrierOperation::GL_FLUSH);
std::cout<<"nubmer of gfx."<<graphicsContextSet.size()<<std::endl;
GraphicsContextSet::iterator gitr;
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
std::cout << argv[0] <<": No data loaded." << std::endl;
return 1;
std::cout<<"Issue swap."<<std::endl;
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(swapOp.get(), true);
}
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->_windowName = "osgcamera";
traits->_x = 100;
traits->_y = 100;
traits->_width = 800;
traits->_height = 800;
traits->_windowDecoration = true;
traits->_doubleBuffer = true;
osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gfxc)
{
std::cout<<"Unable to create window."<<std::endl;
return 1;
}
// realise the window
gfxc->realize();
// create the view of the scene.
osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
sceneView->setDefaults();
sceneView->setSceneData(loadedModel.get());
// initialize the view to look at the center of the scene graph
const osg::BoundingSphere& bs = loadedModel->getBound();
osg::Matrix viewMatrix;
viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
unsigned int frameNum = 0;
// make the graphics context current
gfxc->makeCurrent();
bool done = false;
// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
while( gfxc->isRealized() )
while( !done )
{
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
std::cout<<"Frame "<<frameNum<<std::endl;
frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
frameStamp->setFrameNumber(frameNum++);
// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
sceneView->setFrameStamp(frameStamp.get());
// update the viewport dimensions, incase the window has been resized.
sceneView->setViewport(0,0,traits->_width,traits->_height);
// set the view
sceneView->setViewMatrix(viewMatrix);
std::cout<<"Frame rate "<<(double)frameNum / frameStamp->getReferenceTime()<<std::endl;
// do the update traversal the scene graph - such as updating animations
sceneView->update();
// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
sceneView->cull();
// draw the rendering bins.
sceneView->draw();
// Swap Buffers
gfxc->swapBuffers();
loadedModel->accept(updateVisitor);
// issue the frame for each camera.
for(citr = cameraMap.begin();
citr != cameraMap.end();
++citr)
{
osg::CameraNode* camera = const_cast<osg::CameraNode*>(citr->first.get());
camera->getGraphicsContext()->getGraphicsThread()->add( citr->second.get(), false);
}
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(frameEndBarrierOp.get(), false);
context->getGraphicsThread()->add(preSwapBarrierOp.get(), false);
}
std::cout<<"Join frameEndBarrierOp block "<<std::endl;
osg::Timer_t before_tick = osg::Timer::instance()->tick();
frameEndBarrierOp->block();
osg::Timer_t after_tick = osg::Timer::instance()->tick();
std::cout<<"Leave frameEndBarrierOp block "<<osg::Timer::instance()->delta_s(before_tick,after_tick)<<std::endl;
std::cout<<"Join preSwapBarrierOp block "<<std::endl;
before_tick = osg::Timer::instance()->tick();
// preSwapBarrierOp->block();
after_tick = osg::Timer::instance()->tick();
std::cout<<"Leave preSwapBarrierOp block "<<osg::Timer::instance()->delta_s(before_tick,after_tick)<<std::endl;
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
context->getGraphicsThread()->add(swapOp.get(), false);
}
// check if any of the windows are closed
for(gitr = graphicsContextSet.begin();
gitr != graphicsContextSet.end();
++gitr)
{
osg::GraphicsContext* context = *gitr;
if (!context->isRealized()) done = true;
}
}
return 0;
}
#endif

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@ -136,13 +136,16 @@ class OSG_EXPORT GraphicsContext : public Referenced
/** Realise the GraphicsContext.*/
virtual bool realize() = 0;
/** Return true if the graphics context has been realised and is ready to use.*/
virtual bool isRealized() const = 0;
bool realize();
/** close the graphics context.*/
virtual void close() = 0;
void close();
/** swap the front and back buffers.*/
void swapBuffers();
/** Return true if the graphics context has been realised and is ready to use.*/
inline bool isRealized() const { return isRealizedImplementation(); }
/** Make this graphics context current.
@ -159,21 +162,16 @@ class OSG_EXPORT GraphicsContext : public Referenced
/** Return true if the current thread has this OpenGL graphics context.*/
inline bool isCurrent() const { return _threadOfLastMakeCurrent == OpenThreads::Thread::CurrentThread(); }
/** Make this graphics context current.*/
virtual void makeCurrentImplementation() = 0;
/** Make this graphics context current with specified read context.*/
virtual void makeContextCurrentImplementation(GraphicsContext* readContext) = 0;
/** Bind the graphics context to associated texture.*/
virtual void bindPBufferToTexture(GLenum buffer) = 0;
inline void bindPBufferToTexture(GLenum buffer) { bindPBufferToTextureImplementation(buffer); }
/** swap the front and back buffers.*/
virtual void swapBuffers() = 0;
/** Create a graphics thread to the graphics context, so that the thread handles all OpenGL operations.*/
void createGraphicsThread();
/** Assign a graphics thread to the graphics context, so that the thread handles all OpenGL operations.*/
void setGraphicsThread(GraphicsThread* gt) { _graphicsThread = gt; }
void setGraphicsThread(GraphicsThread* gt);
/** Get the graphics thread assigned the graphics context.*/
GraphicsThread* getGraphicsThread() { return _graphicsThread.get(); }
@ -181,12 +179,45 @@ class OSG_EXPORT GraphicsContext : public Referenced
/** Get the const graphics thread assigned the graphics context.*/
const GraphicsThread* getGraphicsThread() const { return _graphicsThread.get(); }
/** Realise the GraphicsContext implementation,
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual bool realizeImplementation() = 0;
/** Return true if the graphics context has been realised, and is ready to use, implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual bool isRealizedImplementation() const = 0;
/** Close the graphics context implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void closeImplementation() = 0;
/** Make this graphics context current implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void makeCurrentImplementation() = 0;
/** Make this graphics context current with specified read context implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void makeContextCurrentImplementation(GraphicsContext* readContext) = 0;
/** Pure virtual, Bind the graphics context to associated texture implementation.
* Pure virtual - must be implemented by concrate implementations of GraphicsContext. */
virtual void bindPBufferToTextureImplementation(GLenum buffer) = 0;
/** Swap the front and back buffers implementation.
* Pure virtual - must be implemented by Concrate implementations of GraphicsContext. */
virtual void swapBuffersImplementation() = 0;
protected:
GraphicsContext();
virtual ~GraphicsContext();
bool _closeOnDestruction;
ref_ptr<Traits> _traits;
ref_ptr<State> _state;
OpenThreads::Mutex _mutex;

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@ -79,8 +79,7 @@ class Block: public osg::Referenced {
class GraphicsThread : public Referenced, public OpenThreads::Thread
{
public:
GraphicsThread(): _graphicsContext(0) {}
GraphicsThread();
/** Base class for implementing GraphicsThread operations.*/
struct OSG_EXPORT Operation : public Referenced
@ -92,7 +91,11 @@ class GraphicsThread : public Referenced, public OpenThreads::Thread
* executed by the graphics thread once this operation gets to the head of the queue.*/
void add(Operation* operation, bool waitForCompletion=false);
/** Run does the graphics thread run loop.*/
virtual void run();
/** Cancel this graphics thread.*/
virtual int cancel();
protected:
@ -102,14 +105,18 @@ class GraphicsThread : public Referenced, public OpenThreads::Thread
GraphicsContext* _graphicsContext;
typedef std::list< ref_ptr<Operation> > OperationQueue;
OpenThreads::Mutex _operationsMutex;
OperationQueue _operations;
bool _done;
OpenThreads::Mutex _operationsMutex;
osg::ref_ptr<osg::Block> _operationsBlock;
OperationQueue _operations;
};
/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
struct OSG_EXPORT SwapBufferOperation : public GraphicsThread::Operation
struct OSG_EXPORT SwapBuffersOperation : public GraphicsThread::Operation
{
virtual void operator () (GraphicsContext* context);
};
@ -117,9 +124,18 @@ struct OSG_EXPORT SwapBufferOperation : public GraphicsThread::Operation
/** BarrierOperation allows one syncronize multiple GraphicsThreads with each other.*/
struct OSG_EXPORT BarrierOperation : public GraphicsThread::Operation, public OpenThreads::Barrier
{
BarrierOperation(int numThreads=0): OpenThreads::Barrier(numThreads) {}
enum PreBlockOp
{
NO_OPERATION,
GL_FLUSH,
GL_FINISH
};
BarrierOperation(int numThreads, PreBlockOp op=NO_OPERATION): OpenThreads::Barrier(numThreads), _preBlockOp(op) {}
virtual void operator () (GraphicsContext* context);
PreBlockOp _preBlockOp;
};
/** ReleaseContext_Block_MakeCurrentOperation releases the context for another thread to aquire,

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@ -45,13 +45,13 @@ class OSGPRODUCER_EXPORT GraphicsContextImplementation : public osg::GraphicsCon
/** Realise the GraphicsContext.*/
virtual bool realize();
virtual bool realizeImplementation();
/** Return true if the graphics context has been realised and is ready to use.*/
virtual bool isRealized() const { return _rs.valid() && _rs->isRealized(); }
virtual bool isRealizedImplementation() const { return _rs.valid() && _rs->isRealized(); }
/** Release the graphics context.*/
virtual void close();
virtual void closeImplementation();
/** Make this graphics context current.*/
virtual void makeCurrentImplementation();
@ -60,10 +60,10 @@ class OSGPRODUCER_EXPORT GraphicsContextImplementation : public osg::GraphicsCon
virtual void makeContextCurrentImplementation(GraphicsContext* readContext);
/** Bind the graphics context to associated texture.*/
virtual void bindPBufferToTexture(GLenum buffer);
virtual void bindPBufferToTextureImplementation(GLenum buffer);
/** swap the front and back buffers.*/
virtual void swapBuffers();
virtual void swapBuffersImplementation();
protected:

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@ -171,14 +171,19 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
getRenderStageLighting()->addPositionedTextureAttribute(textureUnit, matrix,attr);
}
void copyTexture(osg::State& state);
virtual void drawPreRenderStages(osg::State& state,RenderLeaf*& previous);
virtual void draw(osg::State& state,RenderLeaf*& previous);
virtual void drawInner(osg::State& state,RenderLeaf*& previous, bool& doCopyTexture);
virtual void drawPostRenderStages(osg::State& state,RenderLeaf*& previous);
virtual void drawImplementation(osg::State& state,RenderLeaf*& previous);
void addToDependencyList(RenderStage* rs) { addPreRenderStage(rs); }
void addPreRenderStage(RenderStage* rs);
@ -187,10 +192,12 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
/** Extract stats for current draw list. */
bool getStats(Statistics* primStats);
protected:
virtual ~RenderStage();
typedef std::vector< osg::ref_ptr<RenderStage> > RenderStageList;
bool _stageDrawnThisFrame;

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@ -113,25 +113,62 @@ void GraphicsContext::decrementContextIDUsageCount(unsigned int contextID)
GraphicsContext::GraphicsContext():
_closeOnDestruction(true),
_threadOfLastMakeCurrent(0)
{
}
GraphicsContext::~GraphicsContext()
{
// switch off the graphics thread...
setGraphicsThread(0);
if (_state.valid())
{
decrementContextIDUsageCount(_state->getContextID());
}
if (_closeOnDestruction)
{
close();
}
}
/** Realise the GraphicsContext.*/
bool GraphicsContext::realize()
{
if (realizeImplementation())
{
if (_graphicsThread.valid() && !_graphicsThread->isRunning())
{
_graphicsThread->startThread();
}
return true;
}
else
{
return false;
}
}
void GraphicsContext::close()
{
// switch off the graphics thread...
setGraphicsThread(0);
closeImplementation();
}
void GraphicsContext::makeCurrent()
{
osg::notify(osg::NOTICE)<<"Doing GraphicsContext::makeCurrent"<<(unsigned int)OpenThreads::Thread::CurrentThread()<<std::endl;
ReleaseContext_Block_MakeCurrentOperation* rcbmco = 0;
if (_graphicsThread.valid() &&
_threadOfLastMakeCurrent == _graphicsThread.get())
_threadOfLastMakeCurrent == _graphicsThread.get() &&
_threadOfLastMakeCurrent != OpenThreads::Thread::CurrentThread())
{
// create a relase contex, block and make current operation to stop the graphics thread while we use the graphics context for ourselves
rcbmco = new ReleaseContext_Block_MakeCurrentOperation;
@ -140,6 +177,8 @@ void GraphicsContext::makeCurrent()
if (!isCurrent()) _mutex.lock();
osg::notify(osg::NOTICE)<<"Calling GraphicsContext::makeCurrentImplementation"<<(unsigned int)OpenThreads::Thread::CurrentThread()<<std::endl;
makeCurrentImplementation();
_threadOfLastMakeCurrent = OpenThreads::Thread::CurrentThread();
@ -150,6 +189,8 @@ void GraphicsContext::makeCurrent()
// contex itself with a makeCurrent(), this will then block on the GraphicsContext mutex till releaseContext() releases it.
rcbmco->release();
}
osg::notify(osg::NOTICE)<<"Done GraphicsContext::makeCurrentImplementation"<<(unsigned int)OpenThreads::Thread::CurrentThread()<<std::endl;
}
void GraphicsContext::makeContextCurrent(GraphicsContext* readContext)
@ -165,3 +206,59 @@ void GraphicsContext::releaseContext()
{
_mutex.unlock();
}
void GraphicsContext::swapBuffers()
{
if (isCurrent())
{
osg::notify(osg::NOTICE)<<"Doing GraphicsContext::swapBuffers() call to swapBuffersImplementation() "<<(unsigned int)OpenThreads::Thread::CurrentThread()<<std::endl;
swapBuffersImplementation();
}
else if (_graphicsThread.valid() &&
_threadOfLastMakeCurrent == _graphicsThread.get())
{
osg::notify(osg::NOTICE)<<"Doing GraphicsContext::swapBuffers() registering SwapBuffersOperation"<<(unsigned int)OpenThreads::Thread::CurrentThread()<<std::endl;
_graphicsThread->add(new SwapBuffersOperation);
}
else
{
osg::notify(osg::NOTICE)<<"Doing GraphicsContext::swapBuffers() makeCurrent;swapBuffersImplementation;releaseContext"<<(unsigned int)OpenThreads::Thread::CurrentThread()<<std::endl;
makeCurrent();
swapBuffersImplementation();
releaseContext();
}
}
void GraphicsContext::createGraphicsThread()
{
if (!_graphicsThread)
{
setGraphicsThread(new GraphicsThread);
}
}
void GraphicsContext::setGraphicsThread(GraphicsThread* gt)
{
if (_graphicsThread==gt) return;
if (_graphicsThread.valid())
{
// need to kill the thread in some way...
_graphicsThread->cancel();
_graphicsThread->_graphicsContext = 0;
}
_graphicsThread = gt;
if (_graphicsThread.valid())
{
_graphicsThread->_graphicsContext = this;
if (!_graphicsThread->isRunning() && isRealized())
{
_graphicsThread->startThread();
}
}
}

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@ -17,15 +17,70 @@
#include <osg/Notify>
using namespace osg;
using namespace OpenThreads;
struct BlockOperation : public GraphicsThread::Operation, public Block
{
BlockOperation() { reset(); }
virtual void operator () (GraphicsContext*)
{
//osg::notify(osg::NOTICE)<<"BlockOperation doing release"<<(unsigned int)this<<std::endl;
glFlush();
release();
}
};
GraphicsThread::GraphicsThread():
_graphicsContext(0),
_done(false)
{
_operationsBlock = new Block;
}
GraphicsThread::~GraphicsThread()
{
osg::notify(osg::NOTICE)<<"Destructing graphics thread"<<std::endl;
cancel();
}
int GraphicsThread::cancel()
{
osg::notify(osg::NOTICE)<<"Cancelling graphics thread"<<std::endl;
int result = 0;
if( isRunning() )
{
_done = true;
// cancel the thread..
result = Thread::cancel();
//join();
// release the frameBlock and _databasePagerThreadBlock incase its holding up thread cancelation.
_operationsBlock->release();
// then wait for the the thread to stop running.
while(isRunning())
{
// commenting out debug info as it was cashing crash on exit, presumable
// due to osg::notify or std::cout destructing earlier than this destructor.
osg::notify(osg::NOTICE)<<"Waiting for GraphicsThread to cancel"<<std::endl;
OpenThreads::Thread::YieldCurrentThread();
}
}
return result;
}
void GraphicsThread::add(Operation* operation, bool waitForCompletion)
{
osg::BarrierOperation* barrier = 0;
osg::notify(osg::NOTICE)<<"Doing add"<<std::endl;
BlockOperation* block = 0;
{
// aquire the lock on the operations queue to prevent anyone else for modifying it at the same time
@ -36,29 +91,44 @@ void GraphicsThread::add(Operation* operation, bool waitForCompletion)
if (waitForCompletion)
{
barrier = new BarrierOperation(2);
_operations.push_back(barrier);
block = new BlockOperation;
_operations.push_back(block);
}
_operationsBlock->set(true);
}
if (barrier)
if (block)
{
// now we wait till the barrier is joined by the graphics thread.
barrier->block();
block->block();
}
}
void GraphicsThread::run()
{
// make the graphics context current.
if (_graphicsContext) _graphicsContext->makeCurrent();
if (_graphicsContext)
{
osg::notify(osg::NOTICE)<<"Doing make current"<<std::endl;
_graphicsContext->makeCurrent();
}
bool firstTime = false;
osg::notify(osg::NOTICE)<<"Doing run"<<std::endl;
bool _done = false;
bool firstTime = true;
do
{
// osg::notify(osg::NOTICE)<<"In main loop"<<std::endl;
if (_operations.empty())
{
_operationsBlock->block();
}
// osg::notify(osg::NOTICE)<<"get op"<<std::endl;
ref_ptr<Operation> operation;
// get the front of the file request list.
@ -71,12 +141,20 @@ void GraphicsThread::run()
// remove it from the opeations queue
_operations.erase(_operations.begin());
if (_operations.empty())
{
_operationsBlock->set(false);
}
}
}
if (operation.valid())
{
// osg::notify(osg::NOTICE)<<"Doing op"<<std::endl;
// call the graphics operation.
(*operation)(_graphicsContext);
}
@ -91,18 +169,26 @@ void GraphicsThread::run()
} while (!testCancel() && !_done);
osg::notify(osg::NOTICE)<<"exit loop"<<std::endl;
// release the graphics context so that others can aquire it.
if (_graphicsContext) _graphicsContext->releaseContext();
}
void SwapBufferOperation::operator () (GraphicsContext* context)
void SwapBuffersOperation::operator () (GraphicsContext* context)
{
if (context) context->swapBuffers();
if (context)
{
context->swapBuffersImplementation();
}
}
void BarrierOperation::operator () (GraphicsContext*)
{
if (_preBlockOp==GL_FLUSH) glFlush();
if (_preBlockOp==GL_FINISH) glFinish();
block();
}

View File

@ -150,19 +150,20 @@ GraphicsContextImplementation::GraphicsContextImplementation(Traits* traits)
//_rs->realize();
}
_closeOnDestruction = true;
}
GraphicsContextImplementation::GraphicsContextImplementation(Producer::RenderSurface* rs)
{
_rs = rs;
_closeOnDestruction = false;
}
GraphicsContextImplementation::~GraphicsContextImplementation()
{
close();
}
bool GraphicsContextImplementation::realize()
bool GraphicsContextImplementation::realizeImplementation()
{
if (_rs.valid())
{
@ -188,6 +189,8 @@ void GraphicsContextImplementation::makeCurrentImplementation()
{
if (!_rs) return;
osg::notify(osg::NOTICE)<<"GraphicsContextImplementation::makeCurrentImplementation()"<<std::endl;
_rs->setReadDrawable( 0 );
_rs->makeCurrent();
@ -207,14 +210,14 @@ void GraphicsContextImplementation::makeContextCurrentImplementation(GraphicsCon
_rs->makeCurrent();
}
void GraphicsContextImplementation::close()
void GraphicsContextImplementation::closeImplementation()
{
if (!_rs) return;
// need to close render surface...
}
void GraphicsContextImplementation::bindPBufferToTexture(GLenum buffer)
void GraphicsContextImplementation::bindPBufferToTextureImplementation(GLenum buffer)
{
if (!_rs) return;
@ -229,7 +232,7 @@ void GraphicsContextImplementation::bindPBufferToTexture(GLenum buffer)
_rs->bindPBufferToTexture(bufferType);
}
void GraphicsContextImplementation::swapBuffers()
void GraphicsContextImplementation::swapBuffersImplementation()
{
_rs->swapBuffers();
}

View File

@ -1332,8 +1332,9 @@ void CullVisitor::apply(osg::CameraNode& camera)
rtts->setGraphicsContext(context.get());
context->realize();
context->createGraphicsThread();
context->realize();
}
}

View File

@ -143,32 +143,47 @@ void RenderStage::drawPreRenderStages(osg::State& state,RenderLeaf*& previous)
//cout << "Done Drawing prerendering stages "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
}
void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
void RenderStage::copyTexture(osg::State& state)
{
if (_stageDrawnThisFrame) return;
_stageDrawnThisFrame = true;
// note, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(state,previous);
osg::State* useState = &state;
osg::GraphicsContext* callingContext = state.getGraphicsContext();
osg::GraphicsContext* useContext = callingContext;
if (_graphicsContext.valid() && _graphicsContext != callingContext)
if (_readBuffer != GL_NONE)
{
// show we release the context so that others can use it?? will do so right
// now as an experiment.
callingContext->releaseContext();
useState = _graphicsContext->getState();
useContext = _graphicsContext.get();
useContext->makeCurrent();
glReadBuffer(_readBuffer);
}
// need to implement texture cube map etc...
osg::Texture1D* texture1D = 0;
osg::Texture2D* texture2D = 0;
osg::Texture3D* texture3D = 0;
osg::TextureRectangle* textureRec = 0;
osg::TextureCubeMap* textureCubeMap = 0;
if ((texture2D = dynamic_cast<osg::Texture2D*>(_texture.get())) != 0)
{
texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
{
textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
{
// need to implement
texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width());
}
else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
{
// need to implement
texture3D->copyTexSubImage3D(state, 0, 0, _face, _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height());
}
else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
{
// need to implement
textureCubeMap->copyTexSubImageCubeMap(state, _face, 0, 0, _viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
}
void RenderStage::drawInner(osg::State& state,RenderLeaf*& previous, bool& doCopyTexture)
{
if (_drawBuffer != GL_NONE)
{
glDrawBuffer(_drawBuffer);
@ -184,58 +199,17 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
if (fbo_supported)
{
_fbo->apply(*useState);
_fbo->apply(state);
}
// do the drawing itself.
RenderBin::draw(state,previous);
// now copy the rendered image to attached texture.
if (_texture.valid() && !fbo_supported)
if (doCopyTexture)
{
if (callingContext && useContext!= callingContext)
{
// make the calling context use the pbuffer context for reading.
callingContext->makeContextCurrent(useContext);
if (_readBuffer != GL_NONE)
{
glReadBuffer(_readBuffer);
}
}
// need to implement texture cube map etc...
osg::Texture1D* texture1D = 0;
osg::Texture2D* texture2D = 0;
osg::Texture3D* texture3D = 0;
osg::TextureRectangle* textureRec = 0;
osg::TextureCubeMap* textureCubeMap = 0;
if ((texture2D = dynamic_cast<osg::Texture2D*>(_texture.get())) != 0)
{
texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
{
textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
{
// need to implement
texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width());
}
else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
{
// need to implement
texture3D->copyTexSubImage3D(state, 0, 0, _face, _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height());
}
else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
{
// need to implement
textureCubeMap->copyTexSubImageCubeMap(state, _face, 0, 0, _viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
copyTexture(state);
}
if (_image.valid())
@ -260,6 +234,8 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
{
// switch of the frame buffer object
fbo_ext->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
doCopyTexture = true;
}
if (fbo_supported && _camera)
@ -272,11 +248,100 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
{
if (itr->second._texture.valid() && itr->second._mipMapGeneration)
{
itr->second._texture->apply(*useState);
itr->second._texture->apply(state);
// fbo_ext->glGenerateMipmapEXT(itr->second._texture->getTextureTarget());
}
}
}
}
struct DrawInnerOperation : public osg::GraphicsThread::Operation
{
DrawInnerOperation(RenderStage* stage) : _stage(stage) {}
virtual void operator() (osg::GraphicsContext* context)
{
// osg::notify(osg::NOTICE)<<"DrawInnerOperation operator"<<std::endl;
if (_stage && context)
{
RenderLeaf* previous = 0;
bool doCopyTexture = false;
_stage->drawInner(*(context->getState()), previous, doCopyTexture);
}
}
RenderStage* _stage;
};
void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
{
if (_stageDrawnThisFrame) return;
_stageDrawnThisFrame = true;
// note, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(state,previous);
osg::State* useState = &state;
osg::GraphicsContext* callingContext = state.getGraphicsContext();
osg::GraphicsContext* useContext = callingContext;
osg::GraphicsThread* useThread = 0;
if (_graphicsContext.valid() && _graphicsContext != callingContext)
{
// show we release the context so that others can use it?? will do so right
// now as an experiment.
callingContext->releaseContext();
useState = _graphicsContext->getState();
useContext = _graphicsContext.get();
useThread = useContext->getGraphicsThread();
if (!useThread) useContext->makeCurrent();
}
bool doCopyTexture = _texture.valid() ?
(callingContext != useContext) :
false;
if (useThread)
{
useThread->add(new DrawInnerOperation( this ), true);
doCopyTexture = false;
}
else
{
drawInner( *useState, previous, doCopyTexture);
}
// now copy the rendered image to attached texture.
if (_texture.valid() && !doCopyTexture)
{
if (callingContext && useContext!= callingContext)
{
// make the calling context use the pbuffer context for reading.
callingContext->makeContextCurrent(useContext);
}
copyTexture(state);
}
if (_camera && _camera->getPostDrawCallback())
{
// if we have a camera with a post draw callback invoke it.
(*(_camera->getPostDrawCallback()))(*_camera);
}
if (_graphicsContext.valid() && _graphicsContext != callingContext)
{
if (!useThread) useContext->releaseContext();
}
if (callingContext && useContext != callingContext)
{