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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@@ -50,10 +50,10 @@ class SubloadCallback : public osg::Texture2DArray::SubloadCallback
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osg::StateSet* createState(osg::ArgumentParser& arguments)
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{
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// read 4 2d images
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osg::ref_ptr<osg::Image> image_0 = osgDB::readImageFile("Images/lz.rgb");
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osg::ref_ptr<osg::Image> image_1 = osgDB::readImageFile("Images/reflect.rgb");
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osg::ref_ptr<osg::Image> image_2 = osgDB::readImageFile("Images/tank.rgb");
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osg::ref_ptr<osg::Image> image_3 = osgDB::readImageFile("Images/skymap.jpg");
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osg::ref_ptr<osg::Image> image_0 = osgDB::readRefImageFile("Images/lz.rgb");
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osg::ref_ptr<osg::Image> image_1 = osgDB::readRefImageFile("Images/reflect.rgb");
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osg::ref_ptr<osg::Image> image_2 = osgDB::readRefImageFile("Images/tank.rgb");
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osg::ref_ptr<osg::Image> image_3 = osgDB::readRefImageFile("Images/skymap.jpg");
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if (!image_0 || !image_1 || !image_2 || !image_3)
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{
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@@ -128,10 +128,10 @@ osg::StateSet* createState(osg::ArgumentParser& arguments)
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osg::ref_ptr<osg::Program> program = new osg::Program;
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osg::ref_ptr<osg::Shader> vertexShader = osgDB::readShaderFile( osg::Shader::VERTEX, vsFileName) ;
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osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile( osg::Shader::VERTEX, vsFileName) ;
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if (vertexShader.get()) program->addShader( vertexShader.get() );
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osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
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osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
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if (fragmentShader.get()) program->addShader( fragmentShader.get() );
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// create the StateSet to store the texture data
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