/usr/include/osg/GraphicsThread is in libopenscenegraph-dev 3.0.1-4.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 | /* -*-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.
*/
#ifndef OSG_GRAPHICSTHREAD
#define OSG_GRAPHICSTHREAD 1
#include <osg/OperationThread>
#include <osg/State>
namespace osg {
class GraphicsContext;
/** GraphicsThread is a helper class for running OpenGL GraphicsOperation within a single thread assigned to a specific GraphicsContext.*/
class OSG_EXPORT GraphicsThread : public osg::OperationThread
{
public:
GraphicsThread();
/** Run does the graphics thread run loop.*/
virtual void run();
};
struct OSG_EXPORT GraphicsOperation : public Operation
{
GraphicsOperation(const std::string& name, bool keep):
Operation(name,keep) {}
/** Override the standard Operation operator and dynamic cast object to a GraphicsContext,
* on success call operation()(GraphicsContext*).*/
virtual void operator () (Object* object);
virtual void operator () (GraphicsContext* context) = 0;
};
/** SwapBufferOperation calls swap buffers on the GraphicsContext.*/
struct OSG_EXPORT SwapBuffersOperation : public GraphicsOperation
{
SwapBuffersOperation():
GraphicsOperation("SwapBuffers",true) {}
virtual void operator () (GraphicsContext* context);
};
/** BarrierOperation allows one to synchronize multiple GraphicsThreads with each other.*/
struct OSG_EXPORT BarrierOperation : public Operation, public OpenThreads::Barrier
{
enum PreBlockOp
{
NO_OPERATION,
GL_FLUSH,
GL_FINISH
};
BarrierOperation(int numThreads, PreBlockOp op=NO_OPERATION, bool keep=true):
Operation("Barrier", keep),
OpenThreads::Barrier(numThreads),
_preBlockOp(op) {}
virtual void release();
virtual void operator () (Object* object);
PreBlockOp _preBlockOp;
};
/** ReleaseContext_Block_MakeCurrentOperation releases the context for another thread to acquire,
* then blocks waiting for context to be released, once the block is release the context is re-acquired.*/
struct OSG_EXPORT ReleaseContext_Block_MakeCurrentOperation : public GraphicsOperation, public RefBlock
{
ReleaseContext_Block_MakeCurrentOperation():
GraphicsOperation("ReleaseContext_Block_MakeCurrent", false) {}
virtual void release();
virtual void operator () (GraphicsContext* context);
};
struct OSG_EXPORT BlockAndFlushOperation : public GraphicsOperation, public OpenThreads::Block
{
BlockAndFlushOperation();
virtual void release();
virtual void operator () (GraphicsContext*);
};
struct OSG_EXPORT FlushDeletedGLObjectsOperation : public GraphicsOperation
{
FlushDeletedGLObjectsOperation(double availableTime, bool keep=false);
virtual void operator () (GraphicsContext*);
double _availableTime;
};
class OSG_EXPORT RunOperations : public osg::GraphicsOperation
{
public:
RunOperations():
osg::GraphicsOperation("RunOperation",true) {}
virtual void operator () (osg::GraphicsContext* context);
};
class OSG_EXPORT EndOfDynamicDrawBlock : public OpenThreads::BlockCount, public osg::State::DynamicObjectRenderingCompletedCallback
{
public:
EndOfDynamicDrawBlock(unsigned int);
void completed(osg::State* state);
protected:
~EndOfDynamicDrawBlock() {}
};
}
#endif
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