Added State::releaseGLObjects() and ShaderComposer::releaseGLObjects() to avoid problems with cleanup of graphics context

This commit is contained in:
Robert Osfield
2013-10-21 16:35:12 +00:00
parent 074eb8e41c
commit 4493d11ca3
5 changed files with 67 additions and 4 deletions

View File

@@ -35,11 +35,12 @@ class OSG_EXPORT ShaderComposer : public osg::Object
virtual osg::Program* getOrCreateProgram(const ShaderComponents& shaderComponents);
typedef std::vector< const osg::Shader* > Shaders;
virtual osg::Shader* composeMain(const Shaders& shaders);
virtual void addShaderToProgram(Program* program, const Shaders& shaders);
void releaseGLObjects(osg::State* state);
protected:
virtual ~ShaderComposer();

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@@ -218,6 +218,9 @@ class OSG_EXPORT State : public Referenced, public Observer
/** Copy the modes and attributes which capture the current state.*/
void captureCurrentState(StateSet& stateset) const;
/** Release all OpenGL objects associated cached by this osg::State object.*/
void releaseGLObjects();
/** reset the state object to an empty stack.*/
void reset();

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@@ -546,6 +546,10 @@ void GraphicsContext::close(bool callCloseImplementation)
}
}
if (_state.valid())
{
_state->releaseGLObjects();
}
if (callCloseImplementation && _state.valid() && isRealized())
{
@@ -569,8 +573,6 @@ void GraphicsContext::close(bool callCloseImplementation)
osg::flushAllDeletedGLObjects(_state->getContextID());
}
_state->reset();
releaseContext();
}
else

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@@ -37,6 +37,12 @@ ShaderComposer::~ShaderComposer()
OSG_INFO<<"ShaderComposer::~ShaderComposer() "<<this<<std::endl;
}
void ShaderComposer::releaseGLObjects(osg::State* state)
{
_programMap.clear();
_shaderMainMap.clear();
}
osg::Program* ShaderComposer::getOrCreateProgram(const ShaderComponents& shaderComponents)
{
ProgramMap::iterator itr = _programMap.find(shaderComponents);

View File

@@ -155,6 +155,57 @@ void State::objectDeleted(void* object)
}
}
void State::releaseGLObjects()
{
// release any GL objects held by the shader composer
_shaderComposer->releaseGLObjects(this);
// release any StateSet's on the stack
for(StateSetStack::iterator itr = _stateStateStack.begin();
itr != _stateStateStack.end();
++itr)
{
(*itr)->releaseGLObjects(this);
}
_modeMap.clear();
_textureModeMapList.clear();
// release any cached attributes
for(AttributeMap::iterator aitr = _attributeMap.begin();
aitr != _attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
if (as.global_default_attribute.valid())
{
as.global_default_attribute->releaseGLObjects(this);
}
}
_attributeMap.clear();
// release any cached texture attributes
for(TextureAttributeMapList::iterator itr = _textureAttributeMapList.begin();
itr != _textureAttributeMapList.end();
++itr)
{
AttributeMap& attributeMap = *itr;
for(AttributeMap::iterator aitr = attributeMap.begin();
aitr != attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
if (as.global_default_attribute.valid())
{
as.global_default_attribute->releaseGLObjects(this);
}
}
}
_textureAttributeMapList.clear();
}
void State::reset()
{
@@ -911,7 +962,7 @@ void State::initializeExtensionProcs()
if ( osg::getGLVersionNumber() >= 2.0 || osg::isGLExtensionSupported(_contextID,"GL_ARB_vertex_shader") || OSG_GLES2_FEATURES)
{
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,&_glMaxTextureUnits);
if(OSG_GLES2_FEATURES)
if(OSG_GLES2_FEATURES)
_glMaxTextureCoords = _glMaxTextureUnits;
else
glGetIntegerv(GL_MAX_TEXTURE_COORDS,&_glMaxTextureCoords);