/* -*-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_GRAPHICSTHREAD #define OSG_GRAPHICSTHREAD 1 #include #include #include #include #include namespace osg { // forward declare GraphicsContext class GraphicsContext; class Block: virtual public osg::Referenced { public: Block():_released(false) {} inline void block() { OpenThreads::ScopedLock mutlock(_mut); if( !_released ) _cond.wait(&_mut); } inline void release() { OpenThreads::ScopedLock mutlock(_mut); if (!_released) { _released = true; _cond.broadcast(); } } inline void reset() { OpenThreads::ScopedLock mutlock(_mut); _released = false; } inline void set(bool doRelease) { if (doRelease!=_released) { if (doRelease) release(); else reset(); } } protected: ~Block() { release(); } private: OpenThreads::Mutex _mut; OpenThreads::Condition _cond; bool _released; }; /** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/ class OSG_EXPORT GraphicsThread : public Referenced, public OpenThreads::Thread { public: GraphicsThread(); /** Base class for implementing GraphicsThread operations.*/ struct OSG_EXPORT Operation : virtual public Referenced { Operation(const std::string& name, bool keep): _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 () (GraphicsContext*) {} std::string _name; bool _keep; }; /** 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, bool waitForCompletion=false); /** 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 getCurrentOperation() { return _currentOperation; } /** Run does the graphics thread run loop.*/ virtual void run(); void setDone(bool done); bool getDone() const { return _done; } /** Cancel this graphics thread.*/ virtual int cancel(); protected: virtual ~GraphicsThread(); friend class GraphicsContext; GraphicsContext* _graphicsContext; typedef std::list< ref_ptr > OperationQueue; bool _done; OpenThreads::Mutex _operationsMutex; osg::ref_ptr _operationsBlock; OperationQueue _operations; osg::ref_ptr _currentOperation; }; /** SwapBufferOperation calls swap buffers on the GraphicsContext.*/ struct OSG_EXPORT SwapBuffersOperation : public GraphicsThread::Operation { SwapBuffersOperation(): GraphicsThread::Operation("SwapBuffers",true) {} virtual void operator () (GraphicsContext* context); }; /** BarrierOperation allows one to syncronize multiple GraphicsThreads with each other.*/ struct OSG_EXPORT BarrierOperation : public GraphicsThread::Operation, public OpenThreads::Barrier { enum PreBlockOp { NO_OPERATION, GL_FLUSH, GL_FINISH }; BarrierOperation(int numThreads, PreBlockOp op=NO_OPERATION): GraphicsThread::Operation("Barrier", true), OpenThreads::Barrier(numThreads), _preBlockOp(op) {} virtual void release(); virtual void operator () (GraphicsContext* context); PreBlockOp _preBlockOp; }; /** ReleaseContext_Block_MakeCurrentOperation releases the context for another thread to aquire, * then blocks waiting for context to be released, once the block is release the context is re-aqquired.*/ struct OSG_EXPORT ReleaseContext_Block_MakeCurrentOperation : public GraphicsThread::Operation, public Block { ReleaseContext_Block_MakeCurrentOperation(): GraphicsThread::Operation("ReleaseContext_Block_MakeCurrent", false) {} virtual void release(); virtual void operator () (GraphicsContext* context); }; } #endif