Refactored the GL object deletion management to use new osg::GraphicsObjectManager/GLObjectManager base classes, and osg::ContextData container.

This approach unifies much of the code handling the clean up of OpenGL graphics data, avoids lots of local mutexes and static variables that were previously required,
and enables the clean up scheme to be easily extended by users providing their own GraphicsObjectManager subclasses.


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15130 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield
2015-09-23 09:47:34 +00:00
parent cb3396b0e5
commit 161246d864
37 changed files with 1339 additions and 1374 deletions

View File

@@ -14,10 +14,16 @@
#ifndef OSG_GLOBJECTS
#define OSG_GLOBJECTS 1
#include <osg/Export>
#include <osg/Referenced>
#include <osg/GL>
#include <list>
#include <string>
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);
@@ -37,6 +43,90 @@ extern OSG_EXPORT void deleteAllGLObjects(unsigned int contextID);
* 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 sheduleGLObjectForDeletion(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<GLuint> GLObjectHandleList;
OpenThreads::Mutex _mutex;
GLObjectHandleList _deleteGLObjectHandles;
};
}
#endif