Files
OpenSceneGraph/include/osg/GraphicsThread
Robert Osfield f9bcde3cf0 Added name and keep member variables to osg::GraphicsThread::Operation to allow
the names of the operations to be logged for stats purposes, or used when
do searches of the operation list.  The keep member variable tells the graphics
thread run loop wether to remove the entry from the list once its been called.
2005-08-30 19:03:02 +00:00

180 lines
5.3 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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.
*/
#ifndef OSG_GRAPHICSTHREAD
#define OSG_GRAPHICSTHREAD 1
#include <osg/State>
#include <OpenThreads/Thread>
#include <OpenThreads/Barrier>
#include <OpenThreads/Condition>
#include <list>
namespace osg {
// forward declare GraphicsContext
class GraphicsContext;
class Block: public osg::Referenced {
public:
Block():_released(false) {}
inline void block()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> mutlock(_mut);
if( !_released )
_cond.wait(&_mut);
}
inline void release()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> mutlock(_mut);
if (!_released)
{
_released = true;
_cond.broadcast();
}
}
inline void reset()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> mutlock(_mut);
_released = false;
}
inline void set(bool doRelease)
{
if (doRelease!=_released)
{
if (doRelease) release();
else reset();
}
}
protected:
~Block()
{
release();
}
private:
OpenThreads::Mutex _mut;
OpenThreads::Condition _cond;
bool _released;
};
/** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/
class OSG_EXPORT GraphicsThread : public Referenced, public OpenThreads::Thread
{
public:
GraphicsThread();
/** Base class for implementing GraphicsThread operations.*/
struct OSG_EXPORT Operation : public Referenced
{
Operation(const std::string& name, bool keep):
_name(name),
_keep(true) {}
/** Set the human readable name of the operation.*/
void setName(const std::string& name) { _name = name; }
/** Get the human readable name of the operation.*/
const std::string& gtName() const { return _name; }
/** Set whether the operation should be kept once its been applied.*/
void setKeep(bool keep) { _keep = keep; }
/** Get whether the operation should be kept once its been applied.*/
bool getKeep() const { return _keep; }
/** Do the actual task of this operation.*/
virtual void operator () (GraphicsContext*) {}
std::string _name;
bool _keep;
};
/** Add operation to end of OperationQueue, this will be
* executed by the graphics thread once this operation gets to the head of the queue.*/
void add(Operation* operation, bool waitForCompletion=false);
/** Run does the graphics thread run loop.*/
virtual void run();
/** Cancel this graphics thread.*/
virtual int cancel();
protected:
virtual ~GraphicsThread();
friend class GraphicsContext;
GraphicsContext* _graphicsContext;
typedef std::list< ref_ptr<Operation> > OperationQueue;
bool _done;
OpenThreads::Mutex _operationsMutex;
osg::ref_ptr<osg::Block> _operationsBlock;
OperationQueue _operations;
};
/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
struct OSG_EXPORT SwapBuffersOperation : public GraphicsThread::Operation
{
SwapBuffersOperation():
GraphicsThread::Operation("SwapBuffers",true) {}
virtual void operator () (GraphicsContext* context);
};
/** BarrierOperation allows one to syncronize multiple GraphicsThreads with each other.*/
struct OSG_EXPORT BarrierOperation : public GraphicsThread::Operation, public OpenThreads::Barrier
{
enum PreBlockOp
{
NO_OPERATION,
GL_FLUSH,
GL_FINISH
};
BarrierOperation(int numThreads, PreBlockOp op=NO_OPERATION):
GraphicsThread::Operation("Barrier", true),
OpenThreads::Barrier(numThreads),
_preBlockOp(op) {}
virtual void operator () (GraphicsContext* context);
PreBlockOp _preBlockOp;
};
/** ReleaseContext_Block_MakeCurrentOperation releases the context for another thread to aquire,
* then blocks waiting for context to be released, once the block is release the context is re-aqquired.*/
struct OSG_EXPORT ReleaseContext_Block_MakeCurrentOperation : public GraphicsThread::Operation, public Block
{
ReleaseContext_Block_MakeCurrentOperation():
GraphicsThread::Operation("ReleaseContext_Block_MakeCurrent", false) {}
virtual void operator () (GraphicsContext* context);
};
}
#endif