Separated OperationsThread out from the GraphicsThread header and introduced
new OperationQueue class.
This commit is contained in:
@@ -14,153 +14,10 @@
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#ifndef OSG_GRAPHICSTHREAD
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#define OSG_GRAPHICSTHREAD 1
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#include <osg/observer_ptr>
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#include <osg/Object>
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#include <OpenThreads/Thread>
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#include <OpenThreads/Barrier>
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#include <OpenThreads/Condition>
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#include <OpenThreads/Block>
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#include <list>
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#include <osg/OperationsThread>
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namespace osg {
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class RefBlock: virtual public osg::Referenced, public OpenThreads::Block
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{
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public:
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RefBlock() {}
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};
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/** Base class for implementing graphics operations.*/
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class Operation : virtual public Referenced
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{
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public:
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Operation(const std::string& name, bool keep):
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_name(name),
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_keep(keep) {}
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/** Set the human readable name of the operation.*/
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void setName(const std::string& name) { _name = name; }
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/** Get the human readable name of the operation.*/
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const std::string& getName() const { return _name; }
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/** Set whether the operation should be kept once its been applied.*/
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void setKeep(bool keep) { _keep = keep; }
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/** Get whether the operation should be kept once its been applied.*/
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bool getKeep() const { return _keep; }
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/** if this operation is a barrier then release it.*/
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virtual void release() {}
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/** Do the actual task of this operation.*/
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virtual void operator () (Object*) = 0;
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protected:
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virtual ~Operation() {}
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std::string _name;
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bool _keep;
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};
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class OSG_EXPORT OperationQueue : public Referenced
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{
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public:
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OperationQueue();
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RefBlock* getOperationsBlock() { return _operationsBlock.get(); }
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const RefBlock* getOperationsBlock() const { return _operationsBlock.get(); }
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/** Add operation to end of OperationQueue, this will be
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* executed by the operation thread once this operation gets to the head of the queue.*/
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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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protected:
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virtual ~OperationQueue();
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typedef std::list< ref_ptr<Operation> > Operations;
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OpenThreads::Mutex _operationsMutex;
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osg::ref_ptr<osg::RefBlock> _operationsBlock;
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Operations _operations;
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};
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/** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/
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class OSG_EXPORT OperationsThread : public Referenced, public OpenThreads::Thread
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{
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public:
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OperationsThread();
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void setParent(Object* parent) { _parent = parent; }
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Object* getParent() { return _parent.get(); }
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const Object* getParent() const { return _parent.get(); }
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/** Add operation to end of OperationQueue, this will be
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* executed by the graphics thread once this operation gets to the head of the queue.*/
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void add(Operation* operation, bool waitForCompletion=false);
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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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/** Get the operation currently being run.*/
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osg::ref_ptr<Operation> getCurrentOperation() { return _currentOperation; }
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/** Run does the graphics thread run loop.*/
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virtual void run();
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void setDone(bool done);
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bool getDone() const { return _done; }
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/** Cancel this graphics thread.*/
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virtual int cancel();
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protected:
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virtual ~OperationsThread();
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observer_ptr<Object> _parent;
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typedef std::list< ref_ptr<Operation> > Operations;
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bool _done;
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OpenThreads::Mutex _operationsMutex;
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osg::ref_ptr<osg::RefBlock> _operationsBlock;
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Operations _operations;
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osg::ref_ptr<Operation> _currentOperation;
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};
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/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
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struct OSG_EXPORT SwapBuffersOperation : public Operation
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{
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@@ -204,6 +61,15 @@ struct OSG_EXPORT ReleaseContext_Block_MakeCurrentOperation : public Operation,
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virtual void operator () (Object* context);
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};
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struct OSG_EXPORT BlockAndFlushOperation : public Operation, public OpenThreads::Block
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{
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BlockAndFlushOperation();
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virtual void release();
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virtual void operator () (Object*);
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};
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}
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#endif
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