OperationThread 6.73 KB
Newer Older
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227
/* -*-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_OPERATIONTHREAD
#define OSG_OPERATIONTHREAD 1

#include <osg/observer_ptr>
#include <osg/Object>

#include <OpenThreads/Thread>
#include <OpenThreads/Barrier>
#include <OpenThreads/Condition>
#include <OpenThreads/Block>

#include <list>
#include <set>

namespace osg {

class RefBlock : virtual public osg::Referenced, public OpenThreads::Block
{
    public:

        RefBlock():
            osg::Referenced(true) {}

};

class RefBlockCount : virtual public osg::Referenced, public OpenThreads::BlockCount
{
    public:

        RefBlockCount(unsigned blockCount):
            osg::Referenced(true),
            OpenThreads::BlockCount(blockCount) {}

};

/** Base class for implementing graphics operations.*/
class Operation : virtual public Referenced
{
    public:

        Operation(const std::string& name, bool keep):
            osg::Referenced(true),
            _name(name),
            _keep(keep) {}


        /** 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& getName() 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; }

        /** if this operation is a barrier then release it.*/
        virtual void release() {}

        /** Do the actual task of this operation.*/ 
        virtual void operator () (Object*) = 0;

    protected:
    
        Operation():
            Referenced(true),
            _keep(false) {}

        Operation(const Operation& op):
            Referenced(true),
            _name(op._name),
            _keep(op._keep) {}

        virtual ~Operation() {}

        std::string _name;
        bool        _keep;
};

class OperationThread;

class OSG_EXPORT OperationQueue : public Referenced
{
    public:
    
        OperationQueue();
        
        /** Get the next operation from the operation queue. 
          * Return null ref_ptr<> if no operations are left in queue. */  
        osg::ref_ptr<Operation> getNextOperation(bool blockIfEmpty = false);

        /** Return true if the operation queue is empty. */
        bool empty();
        
        /** Return the num of pending operations that are sitting in the OperationQueue.*/
        unsigned int getNumOperationsInQueue();

        /** Add operation to end of OperationQueue, this will be 
          * executed by the operation thread once this operation gets to the head of the queue.*/
        void add(Operation* operation);
        
        /** Remove operation from OperationQueue.*/
        void remove(Operation* operation);

        /** Remove named operation from OperationQueue.*/
        void remove(const std::string& name);

        /** Remove all operations from OperationQueue.*/
        void removeAllOperations();
        
        /** Run the operations. */
        void runOperations(Object* callingObject=0);

        /** Call release on all operations. */
        void releaseAllOperations(); 

        /** Release operations block that is used to block threads that are waiting on an empty operations queue.*/
        void releaseOperationsBlock();

        typedef std::set<OperationThread*> OperationThreads;
        
        /** Get the set of OperationThreads that are sharing this OperationQueue. */
        const OperationThreads& getOperationThreads() const { return _operationThreads; }

    protected:

        virtual ~OperationQueue();

        friend class OperationThread;
        
        void addOperationThread(OperationThread* thread);
        void removeOperationThread(OperationThread* thread);
        
        typedef std::list< osg::ref_ptr<Operation> > Operations;

        OpenThreads::Mutex          _operationsMutex;
        osg::ref_ptr<osg::RefBlock> _operationsBlock;
        Operations                  _operations;
        Operations::iterator        _currentOperationIterator;

        OperationThreads            _operationThreads;
};

/** OperationThread is a helper class for running Operation within a single thread.*/
class OSG_EXPORT OperationThread : public Referenced, public OpenThreads::Thread
{
    public:
        OperationThread();

        void setParent(Object* parent) { _parent = parent; }

        Object* getParent() { return _parent.get(); }
        
        const Object* getParent() const { return _parent.get(); }


        /** Set the OperationQueue. */
        void setOperationQueue(OperationQueue* opq);

        /** Get the OperationQueue. */
        OperationQueue* getOperationQueue() { return _operationQueue.get(); }

        /** Get the const OperationQueue. */
        const OperationQueue* getOperationQueue() const { return _operationQueue.get(); }

        
        /** 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);
        
        /** Remove operation from OperationQueue.*/
        void remove(Operation* operation);

        /** Remove named operation from OperationQueue.*/
        void remove(const std::string& name);

        /** Remove all operations from OperationQueue.*/
        void removeAllOperations();

        
        /** Get the operation currently being run.*/
        osg::ref_ptr<Operation> getCurrentOperation() { return _currentOperation; }

        /** Run does the opertion thread run loop.*/
        virtual void run();
        
        void setDone(bool done);
        
        bool getDone() const { return _done; }

        /** Cancel this graphics thread.*/        
        virtual int cancel();

    protected:
    
        virtual ~OperationThread();
        
        observer_ptr<Object>            _parent;

        bool                            _done;

        OpenThreads::Mutex              _threadMutex;
        osg::ref_ptr<OperationQueue>    _operationQueue;
        osg::ref_ptr<Operation>         _currentOperation;

};

typedef OperationThread OperationsThread;

}

#endif