/* -*-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_GLOBJECTS #define OSG_GLOBJECTS 1 #include #include #include #include namespace osg { // forward declare class FrameStamp; /** Flush all deleted OpenGL objects within the specified availableTime. * Note, must be called from a thread which has current the graphics context associated with contextID. */ extern OSG_EXPORT void flushDeletedGLObjects(unsigned int contextID, double currentTime, double& availableTime); /** Flush all deleted OpenGL objects. * Note, must be called from a thread which has current the graphics context associated with contextID. */ extern OSG_EXPORT void flushAllDeletedGLObjects(unsigned int contextID); /** Do a GL delete all OpenGL objects. * Note, must be called from a thread which has current the graphics context associated with contextID. */ extern OSG_EXPORT void deleteAllGLObjects(unsigned int contextID); /** Discard all OpenGL objects. * Note, unlike deleteAllGLjects discard does not * do any OpenGL calls so can be called from any thread, but as a consequence it * also doesn't remove the associated OpenGL resource so discard should only be * called when the associated graphics context is being/has been closed. */ extern OSG_EXPORT void discardAllGLObjects(unsigned int contextID); class OSG_EXPORT GraphicsObject : public osg::Referenced { public: GraphicsObject(); protected: virtual ~GraphicsObject(); }; class OSG_EXPORT GraphicsObjectManager : public osg::Referenced { public: GraphicsObjectManager(const std::string& name, unsigned int contextID); unsigned int getContextID() const { return _contextID; } /** Signal that a new frame has started.*/ virtual void newFrame(osg::FrameStamp* fs) {} virtual void resetStats() {} virtual void reportStats(std::ostream& out) {} virtual void recomputeStats(std::ostream& out) const {} /** Flush all deleted OpenGL objects within the specified availableTime. * Note, must be called from a thread which has current the graphics context associated with contextID. */ virtual void flushDeletedGLObjects(double currentTime, double& availableTime) = 0; /** Flush all deleted OpenGL objects. * Note, must be called from a thread which has current the graphics context associated with contextID. */ virtual void flushAllDeletedGLObjects() = 0; /** Do a GL delete all OpenGL objects. * Note, must be called from a thread which has current the graphics context associated with contextID. */ virtual void deleteAllGLObjects() = 0; /** Discard all OpenGL objects. * Note, unlike deleteAllGLjects discard does not * do any OpenGL calls so can be called from any thread, but as a consequence it * also doesn't remove the associated OpenGL resource so discard should only be * called when the associated graphics context is being/has been closed. */ virtual void discardAllGLObjects() = 0; protected: virtual ~GraphicsObjectManager(); std::string _name; unsigned int _contextID; }; class OSG_EXPORT GLObjectManager : public GraphicsObjectManager { public: GLObjectManager(const std::string& name, unsigned int contextID); virtual void flushDeletedGLObjects(double currentTime, double& availableTime); virtual void flushAllDeletedGLObjects(); virtual void deleteAllGLObjects(); virtual void discardAllGLObjects(); /** schedule a GL object for deletion by the graphics thread.*/ virtual void scheduleGLObjectForDeletion(GLuint globj); /** implementation of the actual creation of an GL object - subclasses from GLObjectManager must implement the appropriate GL calls.*/ virtual GLuint createGLObject(); /** implementation of the actual deletion of an GL object - subclasses from GLObjectManager must implement the appropriate GL calls.*/ virtual void deleteGLObject(GLuint globj) = 0; protected: virtual ~GLObjectManager(); typedef std::list GLObjectHandleList; OpenThreads::Mutex _mutex; GLObjectHandleList _deleteGLObjectHandles; }; } #endif