70aa087f6e
to ensure proper clean up of FBO's on closing a graphics context.
114 lines
4.7 KiB
C++
114 lines
4.7 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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#include <osg/GLObjects>
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#include <osg/Texture>
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#include <osg/VertexProgram>
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#include <osg/FragmentProgram>
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#include <osg/Shader>
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#include <osg/BufferObject>
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#include <osg/FrameBufferObject>
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#include <osg/Drawable>
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#include <osg/OcclusionQueryNode>
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void osg::flushDeletedGLObjects(unsigned int contextID, double currentTime, double& availableTime)
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{
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#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
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osg::Drawable::flushDeletedDisplayLists(contextID,availableTime);
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#endif
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#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
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osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
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osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
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#endif
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osg::GLBufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
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osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
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osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
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osg::Texture::flushDeletedTextureObjects(contextID,currentTime,availableTime);
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osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
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}
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void osg::flushAllDeletedGLObjects(unsigned int contextID)
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{
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double currentTime = DBL_MAX;
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double availableTime = DBL_MAX;
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#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
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osg::Drawable::flushAllDeletedDisplayLists(contextID);
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#endif
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#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
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osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
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osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
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#endif
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osg::GLBufferObject::flushAllDeletedBufferObjects(contextID);
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osg::Texture::flushAllDeletedTextureObjects(contextID);
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
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osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
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osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
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osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
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}
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void osg::deleteAllGLObjects(unsigned int contextID)
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{
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double currentTime = DBL_MAX;
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double availableTime = DBL_MAX;
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#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
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osg::Drawable::flushAllDeletedDisplayLists(contextID);
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#endif
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#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
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osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
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osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
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#endif
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osg::GLBufferObject::deleteAllBufferObjects(contextID);
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osg::Texture::deleteAllTextureObjects(contextID);
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
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osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
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osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
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osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
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}
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void osg::discardAllGLObjects(unsigned int contextID)
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{
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#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
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osg::Drawable::discardAllDeletedDisplayLists(contextID);
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#endif
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#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
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osg::FragmentProgram::discardDeletedFragmentProgramObjects(contextID);
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osg::VertexProgram::discardDeletedVertexProgramObjects(contextID);
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#endif
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osg::GLBufferObject::discardAllBufferObjects(contextID);
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osg::Texture::discardAllTextureObjects(contextID);
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osg::FrameBufferObject::discardDeletedFrameBufferObjects(contextID);
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osg::Program::discardDeletedGlPrograms(contextID);
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osg::RenderBuffer::discardDeletedRenderBuffers(contextID);
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osg::Shader::discardDeletedGlShaders(contextID);
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osg::OcclusionQueryNode::discardDeletedQueryObjects(contextID);
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}
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