/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include using namespace osg; using namespace OpenThreads; GraphicsThread::GraphicsThread() { } void GraphicsThread::run() { // make the graphics context current. GraphicsContext* graphicsContext = dynamic_cast(_parent.get()); if (graphicsContext) { graphicsContext->makeCurrent(); graphicsContext->getState()->initializeExtensionProcs(); } OperationThread::run(); // release operations before the thread stops working. _operationQueue->releaseAllOperations(); if (graphicsContext) { graphicsContext->releaseContext(); } } void GraphicsOperation::operator () (Object* object) { osg::GraphicsContext* context = dynamic_cast(object); if (context) operator() (context); } void SwapBuffersOperation::operator () (GraphicsContext* context) { context->swapBuffersImplementation(); context->clear(); } void BarrierOperation::release() { Barrier::release(); } void BarrierOperation::operator () (Object* /*object*/) { if (_preBlockOp!=NO_OPERATION) { if (_preBlockOp==GL_FLUSH) glFlush(); else if (_preBlockOp==GL_FINISH) glFinish(); } block(); } void ReleaseContext_Block_MakeCurrentOperation::release() { Block::release(); } void ReleaseContext_Block_MakeCurrentOperation::operator () (GraphicsContext* context) { // release the graphics context. context->releaseContext(); // reset the block so that it the next call to block() reset(); // block this thread, until the block is released externally. block(); // re acquire the graphics context. context->makeCurrent(); } BlockAndFlushOperation::BlockAndFlushOperation(): GraphicsOperation("Block",false) { reset(); } void BlockAndFlushOperation::release() { Block::release(); } void BlockAndFlushOperation::operator () (GraphicsContext*) { glFlush(); Block::release(); } FlushDeletedGLObjectsOperation::FlushDeletedGLObjectsOperation(double availableTime, bool keep): GraphicsOperation("FlushDeletedGLObjectsOperation",keep), _availableTime(availableTime) { } void FlushDeletedGLObjectsOperation::operator () (GraphicsContext* context) { State* state = context->getState(); unsigned int contextID = state ? state->getContextID() : 0; const FrameStamp* frameStamp = state ? state->getFrameStamp() : 0; double currentTime = frameStamp ? frameStamp->getReferenceTime() : 0.0; double availableTime = _availableTime; flushDeletedGLObjects(contextID, currentTime, availableTime); } void RunOperations::operator () (osg::GraphicsContext* context) { context->runOperations(); } ///////////////////////////////////////////////////////////////////////////// // // EndOfDynamicDrawBlock // EndOfDynamicDrawBlock::EndOfDynamicDrawBlock(unsigned int numberOfBlocks): BlockCount(numberOfBlocks) { } void EndOfDynamicDrawBlock::completed(osg::State* /*state*/) { BlockCount::completed(); }