Implemented perliminary multi-threading support in osgViewer::Viewer
This commit is contained in:
@@ -3,58 +3,11 @@
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// Simple example of use of Producer::RenderSurface to create an OpenGL
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// graphics window, and OSG for rendering.
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#include <osg/Timer>
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#include <osg/GraphicsContext>
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#include <osg/GraphicsThread>
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#include <osgUtil/UpdateVisitor>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/SceneView>
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#include <osgUtil/GLObjectsVisitor>
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#include <osgDB/ReadFile>
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#include <osgDB/DynamicLibrary>
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#include <osgDB/Registry>
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#include <osgViewer/View>
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#include <map>
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#include <list>
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#include <iostream>
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#if !defined(_WIN32)
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#include <osgViewer/Viewer>
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#include <osgGA/TrackballManipulator>
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void renderCamera(osg::Camera* camera)
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{
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osg::GraphicsContext* gc = camera->getGraphicsContext();
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if (!gc) return;
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osgUtil::SceneView* sceneView = dynamic_cast<osgUtil::SceneView*>(camera->getRenderingCache(0));
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if (!sceneView) return;
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gc->makeCurrent();
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sceneView->cull();
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sceneView->draw();
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gc->swapBuffers();
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}
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void setUpFrameStamp(osg::Camera* camera, osg::FrameStamp* frameStamp, osg::Node* loadedModel)
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{
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osgUtil::SceneView* sceneView = dynamic_cast<osgUtil::SceneView*>(camera->getRenderingCache(0));
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if (!sceneView) return;
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sceneView->setFrameStamp(frameStamp);
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sceneView->setSceneData(loadedModel);
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}
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#include <iostream>
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int main( int argc, char **argv )
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{
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@@ -64,6 +17,10 @@ int main( int argc, char **argv )
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return 1;
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}
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osg::DisplaySettings::instance()->setMaxNumberOfGraphicsContexts(2);
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osg::Referenced::setThreadSafeReferenceCounting(true);
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
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if (!loadedModel)
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@@ -87,398 +44,5 @@ int main( int argc, char **argv )
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viewer.frame();
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}
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}
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#else
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// ORIGINAL osgcamera example code.
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////////////////////////////////////////////////////////////////////////////////
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//
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//
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// **************** THIS IS AN EXPERIMENTAL IMPLEMENTATION ***************
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// ************************** PLEASE DO NOT COPY ************************
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//
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//
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///////////////////////////////////////////////////////////////////////////////
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// Compile operation, that compile OpenGL objects.
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struct CompileOperation : public osg::GraphicsThread::Operation
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{
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CompileOperation(osg::Node* scene):
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osg::GraphicsThread::Operation("Compile",false),
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_scene(scene)
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{
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}
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virtual void operator () (osg::GraphicsContext* context)
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{
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std::cout<<"Compile"<<std::endl;
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osgUtil::GLObjectsVisitor compileVisitor;
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compileVisitor.setState(context->getState());
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// do the compile traversal
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_scene->accept(compileVisitor);
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}
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osg::ref_ptr<osg::Node> _scene;
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};
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// Cull operation, that does a cull on the scene graph.
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struct CullOperation : public osg::GraphicsThread::Operation
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{
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CullOperation(osgUtil::SceneView* sceneView):
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osg::GraphicsThread::Operation("Cull",true),
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_sceneView(sceneView)
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{
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}
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virtual void operator () (osg::GraphicsContext* context)
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{
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_sceneView->setState(context->getState());
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_sceneView->cull();
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}
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osg::ref_ptr<osgUtil::SceneView> _sceneView;
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};
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// Draw operation, that does a draw on the scene graph.
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struct DrawOperation : public osg::GraphicsThread::Operation
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{
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DrawOperation(osgUtil::SceneView* sceneView):
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osg::GraphicsThread::Operation("Draw",true),
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_sceneView(sceneView)
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{
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}
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virtual void operator () (osg::GraphicsContext*)
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{
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_sceneView->draw();
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}
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osg::ref_ptr<osgUtil::SceneView> _sceneView;
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};
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struct CleanUpOperation : public osg::GraphicsThread::Operation
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{
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CleanUpOperation(osgUtil::SceneView* sceneView):
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osg::GraphicsThread::Operation("CleanUp",false),
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_sceneView(sceneView)
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{
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}
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virtual void operator () (osg::GraphicsContext*)
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{
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_sceneView->releaseAllGLObjects();
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_sceneView->flushAllDeletedGLObjects();
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}
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osg::ref_ptr<osgUtil::SceneView> _sceneView;
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};
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// main does the following steps to create a multi-thread, multiple camera/graphics context view of a scene graph.
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//
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// 1) load the scene graph
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//
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// 2) create a list of camera, each with their own graphis context, with a graphics thread for each context.
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//
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// 3) set up the graphic threads so that the do an initial compile OpenGL objects operation, this is done once, and then this compile op is disgarded
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//
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// 4) set up the graphics thread so that it has all the graphics ops required for the main loop, these ops are:
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// 4.a) frame begin barrair, syncronizes all the waiting graphic threads so they don't run while update is occuring
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// 4.b) frame operation - the cull and draw for each camera
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// 4.c) frame end barrier, releases the update thread once all graphic threads have dispatched all their OpenGL commands
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// 4.d) pre swap barrier, barrier which ensures that all graphics threads have sent their data down to the gfx card.
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// 4.e) swap buffers, do the swap buffers on all the graphics contexts.
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//
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// 5. The main loop:
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// 5.a) update
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// 5.b) join the frame begin barrrier, releasing all the graphics threads to do their stuff
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// 5.c) block on the frame end barrier, waiting till all the graphics threads have done their cull/draws.
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// 5.d) check to see if any of the windows has been closed.
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//
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int main( int argc, char **argv )
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{
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osg::Referenced::setThreadSafeReferenceCounting(true);
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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std::string windowingLibrary("osgProducer");
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while (arguments.read("--windowing",windowingLibrary)) {}
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// load the osgProducer library manually.
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osg::ref_ptr<osgDB::DynamicLibrary> windowingLib =
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osgDB::DynamicLibrary::loadLibrary(osgDB::Registry::instance()->createLibraryNameForNodeKit(windowingLibrary));
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if (!windowingLib)
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{
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std::cout<<"Error: failed to loading windowing library: "<<windowingLibrary<<std::endl;
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}
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osg::GraphicsContext::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
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if (!wsi)
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{
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std::cout<<"No WindowSystemInterface available, cannot create windows."<<std::endl;
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return 1;
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}
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osg::ref_ptr<osgViewer::View> view = new osgViewer::View;
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view->setUpViewAcrossAllScreens();
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unsigned int numScreens = wsi->getNumScreens();
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unsigned int numberCameras = numScreens;
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while (arguments.read("--cameras",numberCameras)) {}
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unsigned int xpos = 0;
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unsigned int ypos = 400;
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unsigned int width = 400;
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unsigned int height = 400;
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while (arguments.read("--xpos",xpos)) {}
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while (arguments.read("--ypos",ypos)) {}
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while (arguments.read("--height",height)) {}
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while (arguments.read("--width",width)) {}
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unsigned int maxNumFrames = 1000;
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while (arguments.read("--max-num-frames",maxNumFrames)) {}
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
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if (!loadedModel)
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{
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std::cout << argv[0] <<": No data loaded." << std::endl;
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return 1;
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}
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
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unsigned int frameNum = 0;
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osgUtil::UpdateVisitor updateVisitor;
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updateVisitor.setFrameStamp(frameStamp.get());
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typedef std::list< osg::ref_ptr<osg::Camera> > CameraList;
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typedef std::set< osg::GraphicsContext* > GraphicsContextSet;
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CameraList cameraList;
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GraphicsContextSet graphicsContextSet;
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// create the cameras, graphic contexts and graphic threads.
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bool shareContexts = false;
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osg::GraphicsContext* previousContext = 0;
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for(unsigned int i=0; i< numberCameras; ++i)
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->addChild(loadedModel.get());
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->_windowName = "osgcamera";
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traits->_screenNum = i % numScreens;
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traits->_x = xpos;
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traits->_y = ypos;
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traits->_width = width;
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traits->_height = height;
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traits->_windowDecoration = true;
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traits->_doubleBuffer = true;
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traits->_sharedContext = shareContexts ? previousContext : 0;
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xpos += width;
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osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
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if (!gfxc)
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{
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std::cout<<"Unable to create window."<<std::endl;
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return 1;
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}
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camera->setGraphicsContext(gfxc.get());
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// initialize the view to look at the center of the scene graph
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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camera->setViewport(0,0,traits->_width,traits->_height);
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camera->setProjectionMatrixAsPerspective(50.0f,1.4f,1.0f,10000.0f);
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camera->setViewMatrix(viewMatrix);
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// graphics thread will realize the window.
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gfxc->createGraphicsThread();
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cameraList.push_back(camera);
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previousContext = gfxc.get();
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}
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// build the list of unique graphics contexts.
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CameraList::iterator citr;
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for(citr = cameraList.begin();
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citr != cameraList.end();
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++citr)
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{
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graphicsContextSet.insert(const_cast<osg::GraphicsContext*>((*citr)->getGraphicsContext()));
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}
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std::cout<<"Number of cameras = "<<cameraList.size()<<std::endl;
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std::cout<<"Number of graphics contexts = "<<graphicsContextSet.size()<<std::endl;
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// first the compile of the GL Objects, do it syncronously.
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GraphicsContextSet::iterator gitr;
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osg::ref_ptr<CompileOperation> compileOp = new CompileOperation(loadedModel.get());
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for(gitr = graphicsContextSet.begin();
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gitr != graphicsContextSet.end();
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++gitr)
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{
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osg::GraphicsContext* context = *gitr;
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context->getGraphicsThread()->add(compileOp.get(), false);
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}
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// second the begin frame barrier to all graphics threads
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osg::ref_ptr<osg::BarrierOperation> frameBeginBarrierOp = new osg::BarrierOperation(graphicsContextSet.size()+1, osg::BarrierOperation::NO_OPERATION);
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for(gitr = graphicsContextSet.begin();
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gitr != graphicsContextSet.end();
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++gitr)
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{
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osg::GraphicsContext* context = *gitr;
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context->getGraphicsThread()->add(frameBeginBarrierOp.get(), false);
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}
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osg::ref_ptr<osg::BarrierOperation> glFinishBarrierOp = new osg::BarrierOperation(graphicsContextSet.size(), osg::BarrierOperation::GL_FINISH);
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// we can put a finish in to gate rendering throughput, so that each new frame starts with a clean sheet.
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// you should only enable one of these, doFinishBeforeNewDraw will allow for the better parallism of the two finish approaches
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// note, both are disabled right now, as glFinish is spin locking the CPU, not something that we want...
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bool doFinishBeforeNewDraw = false;
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bool doFinishAfterSwap = false;
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// third add the frame for each camera.
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for(citr = cameraList.begin();
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citr != cameraList.end();
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++citr)
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{
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osg::Camera* camera = citr->get();
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osg::GraphicsThread* graphicsThread = camera->getGraphicsContext()->getGraphicsThread();
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// create a scene view to do the cull and draw
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osgUtil::SceneView* sceneView = new osgUtil::SceneView;
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sceneView->setDefaults();
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sceneView->setFrameStamp(frameStamp.get());
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sceneView->setCamera(camera);
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// cull traversal operation
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graphicsThread->add( new CullOperation(sceneView), false);
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// optionally add glFinish barrier to ensure that all OpenGL commands are completed before we start dispatching a new frame
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if (doFinishBeforeNewDraw) graphicsThread->add( glFinishBarrierOp.get(), false);
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// draw traversal operation.
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graphicsThread->add( new DrawOperation(sceneView), false);
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}
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// fourth add the frame end barrier, the pre swap barrier and finally the swap buffers to each graphics thread.
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// The frame end barrier tells the main thead that the draw dispatch/read phase of the scene graph is complete.
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// The pre swap barrier is an optional extra, which does a flush before joining the barrier, using this all graphics threads
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// are held back until they have all dispatched their fifo to the graphics hardware.
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// The swapOp just issues a swap buffers for each of the graphics contexts.
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osg::ref_ptr<osg::BarrierOperation> frameEndBarrierOp = new osg::BarrierOperation(graphicsContextSet.size()+1, osg::BarrierOperation::NO_OPERATION);
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osg::ref_ptr<osg::BarrierOperation> preSwapBarrierOp = new osg::BarrierOperation(graphicsContextSet.size(), osg::BarrierOperation::GL_FLUSH);
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osg::ref_ptr<osg::SwapBuffersOperation> swapOp = new osg::SwapBuffersOperation();
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for(gitr = graphicsContextSet.begin();
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gitr != graphicsContextSet.end();
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++gitr)
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{
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osg::GraphicsContext* context = *gitr;
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context->getGraphicsThread()->add(frameEndBarrierOp.get(), false);
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// context->getGraphicsThread()->add(preSwapBarrierOp.get(), false);
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context->getGraphicsThread()->add(swapOp.get(), false);
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// optionally add finish barrier to ensure that we don't do any other graphics work till the current OpenGL commands are complete.
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if (doFinishAfterSwap) context->getGraphicsThread()->add(glFinishBarrierOp.get(), false);
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}
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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osg::Timer_t previous_tick = start_tick;
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bool done = false;
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// main loop - update scene graph, dispatch frame, wait for frame done.
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while( !done && frameNum<maxNumFrames)
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{
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osg::Timer_t current_tick = osg::Timer::instance()->tick();
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,current_tick));
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frameStamp->setFrameNumber(frameNum++);
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//std::cout<<"Frame rate "<<1.0/osg::Timer::instance()->delta_s(previous_tick,current_tick)<<std::endl;
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previous_tick = current_tick;
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// do the update traversal.
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loadedModel->accept(updateVisitor);
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// dispatch the frame.
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frameBeginBarrierOp->block();
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// wait till the frame is done.
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frameEndBarrierOp->block();
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// check if any of the windows are closed
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for(gitr = graphicsContextSet.begin();
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gitr != graphicsContextSet.end();
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++gitr)
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{
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osg::GraphicsContext* context = *gitr;
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if (!context->isRealized()) done = true;
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}
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}
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std::cout<<"Exiting application"<<std::endl;
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// start clean up.
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for(gitr = graphicsContextSet.begin();
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gitr != graphicsContextSet.end();
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++gitr)
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{
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osg::GraphicsContext* context = *gitr;
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osg::GraphicsThread* thread = context->getGraphicsThread();
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if (thread)
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{
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thread->removeAllOperations();
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thread->setDone(true);
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}
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}
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std::cout<<"Removed all operations"<<std::endl;
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return 0;
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}
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#endif
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Block a user