Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods,
forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction
with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only
a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another
thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is
passed back and the referenceCount never goes to zero.
To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File()
usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of
templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group:
bool addChild(Node* child); // old method which can only be used with a Node*
tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method
These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache
and multi-threaded loaded more robust.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/branches/OpenSceneGraph-3.4@15165 16af8721-9629-0410-8352-f15c8da7e697
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@@ -43,7 +43,7 @@ static const char* computeSrc = {
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int main( int argc, char** argv )
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{
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osg::ArgumentParser arguments( &argc, argv );
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// Create the texture as both the output of compute shader and the input of a normal quad
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osg::ref_ptr<osg::Texture2D> tex2D = new osg::Texture2D;
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tex2D->setTextureSize( 512, 512 );
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@@ -53,23 +53,23 @@ int main( int argc, char** argv )
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tex2D->setSourceFormat( GL_RED );
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tex2D->setSourceType( GL_FLOAT );
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tex2D->bindToImageUnit( 0, osg::Texture::WRITE_ONLY ); // So we can use 'image2D' in the compute shader
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// The compute shader can't work with other kinds of shaders
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// It also requires the work group numbers. Setting them to 0 will disable the compute shader
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osg::ref_ptr<osg::Program> computeProg = new osg::Program;
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computeProg->setComputeGroups( 512/16, 512/16, 1 );
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computeProg->addShader( new osg::Shader(osg::Shader::COMPUTE, computeSrc) );
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// Create a node for outputting to the texture.
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// It is OK to have just an empty node here, but seems inbuilt uniforms like osg_FrameTime won't work then.
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// TODO: maybe we can have a custom drawable which also will implement glMemoryBarrier?
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osg::Node* sourceNode = osgDB::readNodeFile("axes.osgt");
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osg::ref_ptr<osg::Node> sourceNode = osgDB::readRefNodeFile("axes.osgt");
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if ( !sourceNode ) sourceNode = new osg::Node;
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sourceNode->setDataVariance( osg::Object::DYNAMIC );
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sourceNode->getOrCreateStateSet()->setAttributeAndModes( computeProg.get() );
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sourceNode->getOrCreateStateSet()->addUniform( new osg::Uniform("targetTex", (int)0) );
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sourceNode->getOrCreateStateSet()->setTextureAttributeAndModes( 0, tex2D.get() );
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// Display the texture on a quad. We will also be able to operate on the data if reading back to CPU side
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osg::Geometry* geom = osg::createTexturedQuadGeometry(
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osg::Vec3(), osg::Vec3(1.0f,0.0f,0.0f), osg::Vec3(0.0f,0.0f,1.0f) );
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@@ -77,12 +77,12 @@ int main( int argc, char** argv )
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quad->addDrawable( geom );
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quad->getOrCreateStateSet()->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
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quad->getOrCreateStateSet()->setTextureAttributeAndModes( 0, tex2D.get() );
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// Create the scene graph and start the viewer
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osg::ref_ptr<osg::Group> scene = new osg::Group;
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scene->addChild( sourceNode );
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scene->addChild( quad.get() );
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osgViewer::Viewer viewer;
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viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
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viewer.addEventHandler( new osgViewer::StatsHandler );
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