68f37c4dcb
Initial email from Tim : "I've implemented using a timestamp, available with ARB_timer_query and OpenGL 3.3, to gather GPU stats. This is nice because it can accurately fix the GPU draw time with respect to the other times on the stats graph, rather than having to estimate the wall time of the end of GPU drawing. This also prevents anomalies like the GPU phase starting before the draw phase..." Changes to Tim's submission by Robert: Removal of need for swap buffer callback in ViewerBase.cpp, by integrating a osg::State::frameCompleted() method that does the stats timing collection. Introduction of a GraphicsContext::swapBuffersCallbackOrImplementation() method that calls the State::frameCompleted() and the swap buffers callback or the swapImplementation as required.
519 lines
22 KiB
C++
519 lines
22 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_GRAPHICSCONTEXT
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#define OSG_GRAPHICSCONTEXT 1
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#include <osg/State>
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#include <osg/GraphicsThread>
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#include <osg/Timer>
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#include <vector>
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namespace osg {
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// forward declare osg::Camera
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class Camera;
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/** Base class for providing Windowing API agnostic access to creating and managing graphics context.*/
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class OSG_EXPORT GraphicsContext : public Object
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{
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public:
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struct OSG_EXPORT ScreenIdentifier
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{
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ScreenIdentifier();
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ScreenIdentifier(int in_screenNum);
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ScreenIdentifier(const std::string& in_hostName,int in_displayNum, int in_screenNum);
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/** Return the display name in the form hostName::displayNum:screenNum. */
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std::string displayName() const;
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/** Read the DISPLAY environmental variable, and set the ScreenIdentifier accordingly.
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* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
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* signify the this parameter has not been set. When parameters are undefined one can call
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* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
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void readDISPLAY();
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/** Set the screenIndentifier from the displayName string.
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* Note, if either of displayNum or screenNum are not defined then -1 is set respectively to
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* signify the this parameter has not been set. When parameters are undefined one can call
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* call setUndefinedScreenDetalstoDefaultScreen() method after readDISPLAY() to ensure valid values. */
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void setScreenIdentifier(const std::string& displayName);
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/** Set any undefined displayNum or screenNum values (i.e. -1) to the default display & screen of 0 respectively.*/
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void setUndefinedScreenDetailsToDefaultScreen()
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{
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if (displayNum<0) displayNum = 0;
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if (screenNum<0) screenNum = 0;
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}
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std::string hostName;
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int displayNum;
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int screenNum;
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};
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/** GraphicsContext Traits object provides the specification of what type of graphics context is required.*/
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struct OSG_EXPORT Traits : public osg::Referenced, public ScreenIdentifier
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{
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Traits(DisplaySettings* ds=0);
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// graphics context original and size
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int x;
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int y;
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int width;
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int height;
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// window decoration and behaviour
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std::string windowName;
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bool windowDecoration;
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bool supportsResize;
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// buffer depths, 0 equals off.
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unsigned int red;
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unsigned int blue;
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unsigned int green;
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unsigned int alpha;
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unsigned int depth;
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unsigned int stencil;
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// multi sample parameters
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unsigned int sampleBuffers;
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unsigned int samples;
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// buffer configuration
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bool pbuffer;
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bool quadBufferStereo;
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bool doubleBuffer;
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// render to texture
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GLenum target;
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GLenum format;
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unsigned int level;
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unsigned int face;
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unsigned int mipMapGeneration;
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// V-sync
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bool vsync;
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// use multithreaded OpenGL-engine (OS X only)
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bool useMultiThreadedOpenGLEngine;
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// enable cursor
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bool useCursor;
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// settings used in set up of graphics context, only presently used by GL3 build of OSG.
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std::string glContextVersion;
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unsigned int glContextFlags;
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unsigned int glContextProfileMask;
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// shared context
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GraphicsContext* sharedContext;
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osg::ref_ptr<osg::Referenced> inheritedWindowData;
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// ask the GraphicsWindow implementation to set the pixel format of an inherited window
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bool setInheritedWindowPixelFormat;
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// X11 hint whether to override the window managers window size/position redirection
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bool overrideRedirect;
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DisplaySettings::SwapMethod swapMethod;
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};
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/** Simple resolution structure used by WindowingSystemInterface to get and set screen resolution.
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* Note the '0' value stands for 'unset'. */
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struct ScreenSettings {
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ScreenSettings() :
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width(0),
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height(0),
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refreshRate(0),
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colorDepth(0)
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{}
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ScreenSettings(int width, int height, double refreshRate=0, unsigned int colorDepth=0) :
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width(width),
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height(height),
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refreshRate(refreshRate),
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colorDepth(colorDepth)
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{}
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int width;
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int height;
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double refreshRate; ///< Screen refresh rate, in Hz.
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unsigned int colorDepth; ///< RGB(A) color buffer depth.
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};
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typedef std::vector<ScreenSettings> ScreenSettingsList;
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/** Callback to be implemented to provide access to Windowing API's ability to create Windows/pbuffers.*/
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struct WindowingSystemInterface : public osg::Referenced
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{
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virtual unsigned int getNumScreens(const ScreenIdentifier& screenIdentifier = ScreenIdentifier()) = 0;
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virtual void getScreenSettings(const ScreenIdentifier& screenIdentifier, ScreenSettings & resolution) = 0;
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virtual bool setScreenSettings(const ScreenIdentifier& /*screenIdentifier*/, const ScreenSettings & /*resolution*/) { return false; }
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virtual void enumerateScreenSettings(const ScreenIdentifier& screenIdentifier, ScreenSettingsList & resolutionList) = 0;
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virtual GraphicsContext* createGraphicsContext(Traits* traits) = 0;
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virtual ~WindowingSystemInterface() {}
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/** Gets screen resolution without using the ScreenResolution structure.
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* \deprecated Provided only for backward compatibility. */
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inline void getScreenResolution(const ScreenIdentifier& screenIdentifier, unsigned int& width, unsigned int& height)
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{
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ScreenSettings settings;
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getScreenSettings(screenIdentifier, settings);
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width = settings.width;
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height = settings.height;
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}
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/** Sets screen resolution without using the ScreenSettings structure.
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* \deprecated Provided only for backward compatibility. */
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inline bool setScreenResolution(const ScreenIdentifier& screenIdentifier, unsigned int width, unsigned int height)
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{
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return setScreenSettings(screenIdentifier, ScreenSettings(width, height));
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}
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/** \deprecated Provided only for backward compatibility. */
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inline bool setScreenRefreshRate(const ScreenIdentifier& screenIdentifier, double refreshRate)
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{
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ScreenSettings settings;
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getScreenSettings(screenIdentifier, settings);
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settings.refreshRate = refreshRate;
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return setScreenSettings(screenIdentifier, settings);
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}
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};
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/** Set the query the windowing system for screens and create graphics context - this functor should be supplied by the windows toolkit. */
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static void setWindowingSystemInterface(WindowingSystemInterface* wsInterface);
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/** Get the WindowingSystemInterface*/
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static WindowingSystemInterface* getWindowingSystemInterface();
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/** Create a graphics context for a specified set of traits.*/
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static GraphicsContext* createGraphicsContext(Traits* traits);
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/** Create a contextID for a new graphics context, this contextID is used to set up the osg::State associate with context.
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* Automatically increments the usage count of the contextID to 1.*/
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static unsigned int createNewContextID();
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/** Get the current max ContextID.*/
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static unsigned int getMaxContextID();
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/** Increment the usage count associate with a contextID. The usage count specifies how many graphics contexts a specific contextID is shared between.*/
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static void incrementContextIDUsageCount(unsigned int contextID);
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/** Decrement the usage count associate with a contextID. Once the contextID goes to 0 the contextID is then free to be reused.*/
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static void decrementContextIDUsageCount(unsigned int contextID);
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typedef std::vector<GraphicsContext*> GraphicsContexts;
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/** Get all the registered graphics contexts.*/
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static GraphicsContexts getAllRegisteredGraphicsContexts();
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/** Get all the registered graphics contexts associated with a specific contextID.*/
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static GraphicsContexts getRegisteredGraphicsContexts(unsigned int contextID);
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/** Get the GraphicsContext for doing background compilation for GraphicsContexts associated with specified contextID.*/
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static void setCompileContext(unsigned int contextID, GraphicsContext* gc);
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/** Get existing or create a new GraphicsContext to do background compilation for GraphicsContexts associated with specified contextID.*/
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static GraphicsContext* getOrCreateCompileContext(unsigned int contextID);
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/** Get the GraphicsContext for doing background compilation for GraphicsContexts associated with specified contextID.*/
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static GraphicsContext* getCompileContext(unsigned int contextID);
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public:
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/** Add operation to end of OperationQueue.*/
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void add(Operation* operation);
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/** Remove operation from OperationQueue.*/
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void remove(Operation* operation);
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/** Remove named operation from OperationQueue.*/
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void remove(const std::string& name);
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/** Remove all operations from OperationQueue.*/
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void removeAllOperations();
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/** Run the operations. */
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void runOperations();
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typedef std::list< ref_ptr<Operation> > GraphicsOperationQueue;
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/** Get the operations queue, not you must use the OperationsMutex when accessing the queue.*/
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GraphicsOperationQueue& getOperationsQueue() { return _operations; }
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/** Get the operations queue mutex.*/
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OpenThreads::Mutex* getOperationsMutex() { return &_operationsMutex; }
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/** Get the operations queue block used to mark an empty queue, if you end items into the empty queue you must release this block.*/
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osg::RefBlock* getOperationsBlock() { return _operationsBlock.get(); }
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/** Get the current operations that is being run.*/
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Operation* getCurrentOperation() { return _currentOperation.get(); }
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public:
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/** Get the traits of the GraphicsContext.*/
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inline const Traits* getTraits() const { return _traits.get(); }
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/** Return whether a valid and usable GraphicsContext has been created.*/
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virtual bool valid() const = 0;
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/** Set the State object which tracks the current OpenGL state for this graphics context.*/
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inline void setState(State* state) { _state = state; }
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/** Get the State object which tracks the current OpenGL state for this graphics context.*/
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inline State* getState() { return _state.get(); }
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/** Get the const State object which tracks the current OpenGL state for this graphics context.*/
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inline const State* getState() const { return _state.get(); }
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/** Sets the clear color. */
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inline void setClearColor(const Vec4& color) { _clearColor = color; }
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/** Returns the clear color. */
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inline const Vec4& getClearColor() const { return _clearColor; }
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/** Set the clear mask used in glClear(..).
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* Defaults to 0 - so no clear is done by default by the GraphicsContext, instead the Camera's attached the GraphicsContext will do the clear.
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* GraphicsContext::setClearMask() is useful for when the Camera's Viewports don't conver the whole context, so the context will fill in the gaps. */
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inline void setClearMask(GLbitfield mask) { _clearMask = mask; }
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/** Get the clear mask.*/
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inline GLbitfield getClearMask() const { return _clearMask; }
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/** Do an OpenGL clear of the full graphics context/window.
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* Note, must only be called from a thread with this context current.*/
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virtual void clear();
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double getTimeSinceLastClear() const { return osg::Timer::instance()->delta_s(_lastClearTick, osg::Timer::instance()->tick()); }
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/** Realize the GraphicsContext.*/
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bool realize();
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/** close the graphics context.
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* close(bool) stops any associated graphics threads, releases the contextID for the GraphicsContext then
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* optional calls closeImplementation() to do the actual deletion of the graphics. This call is made optional
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* as there are times when the graphics context has already been deleted externally and only the OSG side
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* of the its data need to be closed down. */
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void close(bool callCloseImplementation=true);
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/** swap the front and back buffers.*/
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void swapBuffers();
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/** Return true if the graphics context has been realized and is ready to use.*/
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inline bool isRealized() const { return isRealizedImplementation(); }
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/** Make this graphics context current.
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* Implemented by calling makeCurrentImplementation().
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* Returns true on success. */
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bool makeCurrent();
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/** Make this graphics context current with specified read context.
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* Implemented by calling makeContextCurrentImplementation().
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* Returns true on success. */
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bool makeContextCurrent(GraphicsContext* readContext);
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/** Release the graphics context.
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* Returns true on success. */
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bool releaseContext();
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/** Return true if the current thread has this OpenGL graphics context.*/
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inline bool isCurrent() const { return _threadOfLastMakeCurrent == OpenThreads::Thread::CurrentThread(); }
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/** Bind the graphics context to associated texture.*/
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inline void bindPBufferToTexture(GLenum buffer) { bindPBufferToTextureImplementation(buffer); }
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/** Create a graphics thread to the graphics context, so that the thread handles all OpenGL operations.*/
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void createGraphicsThread();
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/** Assign a graphics thread to the graphics context, so that the thread handles all OpenGL operations.*/
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void setGraphicsThread(GraphicsThread* gt);
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/** Get the graphics thread assigned the graphics context.*/
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GraphicsThread* getGraphicsThread() { return _graphicsThread.get(); }
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/** Get the const graphics thread assigned the graphics context.*/
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const GraphicsThread* getGraphicsThread() const { return _graphicsThread.get(); }
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/** Realize the GraphicsContext implementation,
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual bool realizeImplementation() = 0;
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/** Return true if the graphics context has been realized, and is ready to use, implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual bool isRealizedImplementation() const = 0;
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/** Close the graphics context implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual void closeImplementation() = 0;
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/** Make this graphics context current implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual bool makeCurrentImplementation() = 0;
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/** Make this graphics context current with specified read context implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual bool makeContextCurrentImplementation(GraphicsContext* readContext) = 0;
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/** Release the graphics context implementation.*/
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virtual bool releaseContextImplementation() = 0;
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/** Pure virtual, Bind the graphics context to associated texture implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual void bindPBufferToTextureImplementation(GLenum buffer) = 0;
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struct SwapCallback : public osg::Referenced
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{
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virtual void swapBuffersImplementation(GraphicsContext* gc) = 0;
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};
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/** Set the swap callback which overrides the
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* GraphicsContext::swapBuffersImplementation(), allowing
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* developers to provide custom behavior for swap.
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* The callback must call
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* GraphicsContext::swapBuffersImplementation() */
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void setSwapCallback(SwapCallback* rc) { _swapCallback = rc; }
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/** Get the swap callback which overrides the GraphicsContext::swapBuffersImplementation().*/
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SwapCallback* getSwapCallback() { return _swapCallback.get(); }
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/** Get the const swap callback which overrides the GraphicsContext::swapBuffersImplementation().*/
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const SwapCallback* getSwapCallback() const { return _swapCallback.get(); }
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/** convinience method for handling whether to call swapbuffers callback or the standard context swapBuffersImplementation.
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* swapBuffersCallbackOrImplemenation() is called by swapBuffers() and osg::SwapBuffersOperation, end users should normally
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* call swapBuffers() rather than swapBuffersCallbackOrImplemenation(). */
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void swapBuffersCallbackOrImplemenation()
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{
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if (_state.valid()) _state->frameCompleted();
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if (_swapCallback.valid()) _swapCallback->swapBuffersImplementation(this);
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else swapBuffersImplementation();
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}
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/** Swap the front and back buffers implementation.
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* Pure virtual - must be implemented by concrete implementations of GraphicsContext. */
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virtual void swapBuffersImplementation() = 0;
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/** resized method should be called when the underlying window has been resized and the GraphicsWindow and associated Cameras must
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be updated to keep in sync with the new size. */
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void resized(int x, int y, int width, int height)
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{
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if (_resizedCallback.valid()) _resizedCallback->resizedImplementation(this, x, y, width, height);
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else resizedImplementation(x, y, width, height);
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}
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struct ResizedCallback : public osg::Referenced
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{
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virtual void resizedImplementation(GraphicsContext* gc, int x, int y, int width, int height) = 0;
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};
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/** Set the resized callback which overrides the GraphicsConext::realizedImplementation(), allow developers to provide custom behavior
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* in response to a window being resized.*/
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void setResizedCallback(ResizedCallback* rc) { _resizedCallback = rc; }
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/** Get the resized callback which overrides the GraphicsConext::realizedImplementation().*/
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ResizedCallback* getResizedCallback() { return _resizedCallback.get(); }
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/** Get the const resized callback which overrides the GraphicsConext::realizedImplementation().*/
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const ResizedCallback* getResizedCallback() const { return _resizedCallback.get(); }
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/** resized implementation, by default resizes the viewports and aspect ratios the cameras associated with the graphics Window. */
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virtual void resizedImplementation(int x, int y, int width, int height);
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typedef std::list< osg::Camera* > Cameras;
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/** Get the the list of cameras associated with this graphics context.*/
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Cameras& getCameras() { return _cameras; }
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/** Get the the const list of cameras associated with this graphics context.*/
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const Cameras& getCameras() const { return _cameras; }
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public:
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virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const GraphicsContext*>(object)!=0; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "GraphicsContext"; }
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protected:
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GraphicsContext();
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GraphicsContext(const GraphicsContext&, const osg::CopyOp&);
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virtual ~GraphicsContext();
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virtual Object* cloneType() const { return 0; }
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virtual Object* clone(const CopyOp&) const { return 0; }
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/** Register a GraphicsContext.*/
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static void registerGraphicsContext(GraphicsContext* gc);
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/** Unregister a GraphicsContext.*/
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static void unregisterGraphicsContext(GraphicsContext* gc);
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void addCamera(osg::Camera* camera);
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void removeCamera(osg::Camera* camera);
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Cameras _cameras;
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friend class osg::Camera;
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ref_ptr<Traits> _traits;
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ref_ptr<State> _state;
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Vec4 _clearColor;
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GLbitfield _clearMask;
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OpenThreads::Thread* _threadOfLastMakeCurrent;
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OpenThreads::Mutex _operationsMutex;
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osg::ref_ptr<osg::RefBlock> _operationsBlock;
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GraphicsOperationQueue _operations;
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osg::ref_ptr<Operation> _currentOperation;
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ref_ptr<GraphicsThread> _graphicsThread;
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ref_ptr<ResizedCallback> _resizedCallback;
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ref_ptr<SwapCallback> _swapCallback;
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Timer_t _lastClearTick;
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};
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}
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#endif
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