OpenSceneGraph/include/osg/GraphicsThread

140 lines
3.9 KiB
C++

/* -*-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 <osg/OperationThread>
#include <osg/State>
namespace osg {
class GraphicsContext;
/** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/
class OSG_EXPORT GraphicsThread : public osg::OperationThread
{
public:
GraphicsThread();
/** Run does the graphics thread run loop.*/
virtual void run();
};
struct OSG_EXPORT GraphicsOperation : public Operation
{
GraphicsOperation(const std::string& name, bool keep):
Operation(name,keep) {}
/** Override the standard Operation operator and dynamic cast object to a GraphicsContext,
* on success call operation()(GraphicsContext*).*/
virtual void operator () (Object* object);
virtual void operator () (GraphicsContext* context) = 0;
};
/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
struct OSG_EXPORT SwapBuffersOperation : public GraphicsOperation
{
SwapBuffersOperation():
osg::Referenced(true),
GraphicsOperation("SwapBuffers",true) {}
virtual void operator () (GraphicsContext* context);
};
/** BarrierOperation allows one to synchronize multiple GraphicsThreads with each other.*/
struct OSG_EXPORT BarrierOperation : public Operation, public OpenThreads::Barrier
{
enum PreBlockOp
{
NO_OPERATION,
GL_FLUSH,
GL_FINISH
};
BarrierOperation(int numThreads, PreBlockOp op=NO_OPERATION, bool keep=true):
osg::Referenced(true),
Operation("Barrier", keep),
OpenThreads::Barrier(numThreads),
_preBlockOp(op) {}
virtual void release();
virtual void operator () (Object* object);
PreBlockOp _preBlockOp;
};
/** ReleaseContext_Block_MakeCurrentOperation releases the context for another thread to acquire,
* then blocks waiting for context to be released, once the block is release the context is re-acquired.*/
struct OSG_EXPORT ReleaseContext_Block_MakeCurrentOperation : public GraphicsOperation, public RefBlock
{
ReleaseContext_Block_MakeCurrentOperation():
osg::Referenced(true),
GraphicsOperation("ReleaseContext_Block_MakeCurrent", false) {}
virtual void release();
virtual void operator () (GraphicsContext* context);
};
struct OSG_EXPORT BlockAndFlushOperation : public GraphicsOperation, public OpenThreads::Block
{
BlockAndFlushOperation();
virtual void release();
virtual void operator () (GraphicsContext*);
};
struct OSG_EXPORT FlushDeletedGLObjectsOperation : public GraphicsOperation
{
FlushDeletedGLObjectsOperation(double availableTime, bool keep=false);
virtual void operator () (GraphicsContext*);
double _availableTime;
};
class OSG_EXPORT RunOperations : public osg::GraphicsOperation
{
public:
RunOperations():
osg::GraphicsOperation("RunOperation",true) {}
virtual void operator () (osg::GraphicsContext* context);
};
class OSG_EXPORT EndOfDynamicDrawBlock : public OpenThreads::BlockCount, public osg::State::DynamicObjectRenderingCompletedCallback
{
public:
EndOfDynamicDrawBlock(unsigned int);
void completed(osg::State* state);
protected:
~EndOfDynamicDrawBlock() {}
};
}
#endif