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

@@ -12,102 +12,139 @@
*/
#include <osg/GLObjects>
#include <osg/Texture>
#include <osg/VertexProgram>
#include <osg/FragmentProgram>
#include <osg/Shader>
#include <osg/BufferObject>
#include <osg/FrameBufferObject>
#include <osg/Drawable>
#include <osg/OcclusionQueryNode>
#include <osg/ContextData>
using namespace osg;
void osg::flushDeletedGLObjects(unsigned int contextID, double currentTime, double& availableTime)
{
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushDeletedDisplayLists(contextID,availableTime);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::flushDeletedBufferObjects(contextID,currentTime,availableTime);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::Texture::flushDeletedTextureObjects(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
osg::getContextData(contextID)->flushDeletedGLObjects(currentTime, availableTime);
}
void osg::flushAllDeletedGLObjects(unsigned int contextID)
{
double currentTime = DBL_MAX;
double availableTime = DBL_MAX;
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::flushAllDeletedBufferObjects(contextID);
osg::Texture::flushAllDeletedTextureObjects(contextID);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
osg::getContextData(contextID)->flushAllDeletedGLObjects();
}
void osg::deleteAllGLObjects(unsigned int contextID)
{
double currentTime = DBL_MAX;
double availableTime = DBL_MAX;
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::flushAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::flushDeletedFragmentProgramObjects(contextID,currentTime,availableTime);
osg::VertexProgram::flushDeletedVertexProgramObjects(contextID,currentTime,availableTime);
#endif
osg::GLBufferObject::deleteAllBufferObjects(contextID);
osg::Texture::deleteAllTextureObjects(contextID);
osg::FrameBufferObject::flushDeletedFrameBufferObjects(contextID,currentTime,availableTime);
osg::Program::flushDeletedGlPrograms(contextID,currentTime,availableTime);
osg::RenderBuffer::flushDeletedRenderBuffers(contextID,currentTime,availableTime);
osg::Shader::flushDeletedGlShaders(contextID,currentTime,availableTime);
osg::OcclusionQueryNode::flushDeletedQueryObjects(contextID,currentTime,availableTime);
osg::getContextData(contextID)->deleteAllGLObjects();
}
void osg::discardAllGLObjects(unsigned int contextID)
{
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
osg::Drawable::discardAllDeletedDisplayLists(contextID);
#endif
#ifdef OSG_GL_FIXED_FUNCTION_AVAILABLE
osg::FragmentProgram::discardDeletedFragmentProgramObjects(contextID);
osg::VertexProgram::discardDeletedVertexProgramObjects(contextID);
#endif
osg::GLBufferObject::discardAllBufferObjects(contextID);
osg::Texture::discardAllTextureObjects(contextID);
osg::FrameBufferObject::discardDeletedFrameBufferObjects(contextID);
osg::Program::discardDeletedGlPrograms(contextID);
osg::RenderBuffer::discardDeletedRenderBuffers(contextID);
osg::Shader::discardDeletedGlShaders(contextID);
osg::OcclusionQueryNode::discardDeletedQueryObjects(contextID);
osg::getContextData(contextID)->discardAllGLObjects();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// GraphicsObject
//
GraphicsObject::GraphicsObject()
{
// OSG_NOTICE<<"GraphicsObject::GraphicsObject() "<<this<<std::endl;
}
GraphicsObject::~GraphicsObject()
{
// OSG_NOTICE<<"GraphicsObject::~GraphicsObject() "<<this<<std::endl;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// GraphicsObjectManager
//
GraphicsObjectManager::GraphicsObjectManager(const std::string& name, unsigned int contextID):
_name(name),
_contextID(contextID)
{
OSG_INFO<<_name<<"::"<<_name<<"()"<<this<<std::endl;
}
GraphicsObjectManager::~GraphicsObjectManager()
{
OSG_INFO<<_name<<"::~"<<_name<<"()"<<this<<std::endl;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// GLObjectManager
//
GLObjectManager::GLObjectManager(const std::string& name, unsigned int contextID):
GraphicsObjectManager(name, contextID)
{
}
GLObjectManager::~GLObjectManager()
{
}
void GLObjectManager::flushDeletedGLObjects(double, double& availableTime)
{
// if no time available don't try to flush objects.
if (availableTime<=0.0) return;
const osg::Timer& timer = *osg::Timer::instance();
osg::Timer_t start_tick = timer.tick();
double elapsedTime = 0.0;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
for(GLObjectHandleList::iterator itr = _deleteGLObjectHandles.begin();
itr != _deleteGLObjectHandles.end() && elapsedTime<availableTime;
)
{
deleteGLObject( *itr );
itr = _deleteGLObjectHandles.erase( itr );
elapsedTime = timer.delta_s(start_tick,timer.tick());
}
availableTime -= elapsedTime;
}
void GLObjectManager::flushAllDeletedGLObjects()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
for(GLObjectHandleList::iterator itr = _deleteGLObjectHandles.begin();
itr != _deleteGLObjectHandles.end();
++itr)
{
deleteGLObject( *itr );
}
_deleteGLObjectHandles.clear();
}
void GLObjectManager::deleteAllGLObjects()
{
OSG_INFO<<"void "<<_name<<"::deleteAllGLObjects() : Not Implementated"<<std::endl;
}
void GLObjectManager::discardAllGLObjects()
{
// OSG_NOTICE<<"void "<<_name<<"::discardAllGLObjects()"<<std::endl;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
_deleteGLObjectHandles.clear();
}
void GLObjectManager::sheduleGLObjectForDeletion(GLuint globj)
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
// add glProgram to the cache for the appropriate context.
_deleteGLObjectHandles.push_back(globj);
}
GLuint GLObjectManager::createGLObject()
{
OSG_INFO<<"void "<<_name<<"::createGLObject() : Not Implementated"<<std::endl;
return 0;
}