FS#84 - Rewrite the OpenGL context handling
FS#66 - Free the global rendering context Added thread-local storage classes git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1116 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
3e23e46a64
commit
23bf546b6a
44 changed files with 1263 additions and 405 deletions
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@ -36,6 +36,8 @@
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#include <SFML/System/Randomizer.hpp>
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#include <SFML/System/Sleep.hpp>
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#include <SFML/System/Thread.hpp>
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#include <SFML/System/ThreadLocal.hpp>
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#include <SFML/System/ThreadLocalPtr.hpp>
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#include <SFML/System/Unicode.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/Vector3.hpp>
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95
include/SFML/System/ThreadLocal.hpp
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95
include/SFML/System/ThreadLocal.hpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_THREADLOCAL_HPP
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#define SFML_THREADLOCAL_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <cstdlib>
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namespace sf
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{
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namespace priv
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{
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class ThreadLocalImpl;
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}
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////////////////////////////////////////////////////////////
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/// Wrapper to handle variables that are local to threads.
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/// This means that the same ThreadLocalStorage variable will
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/// hold a different value for each different thread.
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/// For a more strongly-typed interface, use the ThreadLocal
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/// template class.
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////////////////////////////////////////////////////////////
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class SFML_API ThreadLocal : NonCopyable
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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/// \param Value : Optional value to initalize the variable (NULL by default)
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///
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////////////////////////////////////////////////////////////
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ThreadLocal(void* Value = NULL);
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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~ThreadLocal();
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////////////////////////////////////////////////////////////
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/// Set the thread-specific value of the variable
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///
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/// \param Value : Value of the variable for this thread
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///
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////////////////////////////////////////////////////////////
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void SetValue(void* Value);
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////////////////////////////////////////////////////////////
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/// Retrieve the thread-specific value of the variable
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///
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/// \return Value of the variable for this thread
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///
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////////////////////////////////////////////////////////////
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void* GetValue() const;
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private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::ThreadLocalImpl* myImpl; ///< Pointer to the OS specific implementation
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};
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} // namespace sf
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#endif // SFML_THREADLOCAL_HPP
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102
include/SFML/System/ThreadLocalPtr.hpp
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102
include/SFML/System/ThreadLocalPtr.hpp
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_THREADLOCALPTR_HPP
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#define SFML_THREADLOCALPTR_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/System/ThreadLocal.hpp>
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Type-safe wrapper for thread local pointer variables
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////////////////////////////////////////////////////////////
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template <typename T>
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class ThreadLocalPtr : private ThreadLocal
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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/// \param Value : Optional value to initalize the variable (NULL by default)
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///
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////////////////////////////////////////////////////////////
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ThreadLocalPtr(T* Value = NULL);
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////////////////////////////////////////////////////////////
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/// Operator * overload to return a reference to the variable
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///
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/// \return Reference to the thread-local value of the variable
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///
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////////////////////////////////////////////////////////////
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T& operator *() const;
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////////////////////////////////////////////////////////////
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/// Operator -> overload to return a pointer to the variable
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///
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/// \return Pointer to the thread-local value of the variable
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///
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////////////////////////////////////////////////////////////
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T* operator ->() const;
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////////////////////////////////////////////////////////////
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/// Implicit cast operator to T*
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///
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/// \return Value of the pointer for this thread
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///
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////////////////////////////////////////////////////////////
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operator T*() const;
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////////////////////////////////////////////////////////////
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/// Assignment operator
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///
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/// \param Value : New pointer value to assign for this thread
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///
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/// \return Reference to this
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///
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////////////////////////////////////////////////////////////
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ThreadLocalPtr<T>& operator =(T* Value);
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////////////////////////////////////////////////////////////
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/// Assignment operator
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///
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/// \param Other : Other thread-local pointer value to assign
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///
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/// \return Reference to this
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///
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////////////////////////////////////////////////////////////
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ThreadLocalPtr<T>& operator =(const ThreadLocalPtr<T>& Other);
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};
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} // namespace sf
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#include <SFML/System/ThreadLocalPtr.inl>
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#endif // SFML_THREADLOCALPTR_HPP
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89
include/SFML/System/ThreadLocalPtr.inl
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89
include/SFML/System/ThreadLocalPtr.inl
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Default constructor
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////////////////////////////////////////////////////////////
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template <typename T>
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ThreadLocalPtr<T>::ThreadLocalPtr(T* Value) :
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ThreadLocal(Value)
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{
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}
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////////////////////////////////////////////////////////////
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/// Operator * overload to return a reference to the variable
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////////////////////////////////////////////////////////////
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template <typename T>
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T& ThreadLocalPtr<T>::operator *() const
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{
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return *static_cast<T*>(GetValue());
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}
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////////////////////////////////////////////////////////////
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/// Operator -> overload to return a pointer to the variable
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////////////////////////////////////////////////////////////
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template <typename T>
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T* ThreadLocalPtr<T>::operator ->() const
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{
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return static_cast<T*>(GetValue());
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}
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////////////////////////////////////////////////////////////
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/// Implicit cast operator to T*
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////////////////////////////////////////////////////////////
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template <typename T>
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ThreadLocalPtr<T>::operator T*() const
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{
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return static_cast<T*>(GetValue());
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}
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////////////////////////////////////////////////////////////
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/// Assignment operator
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////////////////////////////////////////////////////////////
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template <typename T>
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ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(T* Value)
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{
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SetValue(Value);
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return *this;
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}
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////////////////////////////////////////////////////////////
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/// Assignment operator
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////////////////////////////////////////////////////////////
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template <typename T>
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ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(const ThreadLocalPtr<T>& Other)
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{
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SetValue(Other.GetValue());
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return *this;
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}
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} // namespace sf
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@ -29,7 +29,6 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/Window/ContextSettings.hpp>
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#include <SFML/System/NonCopyable.hpp>
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{
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namespace priv
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{
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class WindowImpl;
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class ContextGL;
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}
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////////////////////////////////////////////////////////////
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/// Abstract class representing an OpenGL context
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/// Class holding a valid drawing context
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///
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/// If you need to make OpenGL / graphics calls without
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/// having an active window (like in a thread), you can use
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/// an instance of this class to get a valid context.
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///
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/// Having a valid context is necessary for *every* OpenGL call,
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/// and for most of the classes from the Graphics package.
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///
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/// Note that a context is only active in its current thread,
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/// if you create a new thread it will have no valid context
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/// by default.
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///
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/// \code
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/// void ThreadedFunc(void*)
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/// {
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/// sf::Context Ctx;
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/// // from now on, you have a valid context
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///
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/// // you can make OpenGL calls
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/// glClear(GL_DEPTH_BUFFER_BIT);
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///
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/// // as well as using objects from the graphics package
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/// sf::Image Img;
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/// Img.LoadFromFile("image.png");
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/// }
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/// // the context is automatically deactivated and destroyed
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/// // by the sf::Context destructor
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/// \endcode
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////////////////////////////////////////////////////////////
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class SFML_API Context : NonCopyable
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{
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public :
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////////////////////////////////////////////////////////////
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/// Create a new context, not associated to a window
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///
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/// \return Pointer to the created context
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///
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////////////////////////////////////////////////////////////
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static Context* New();
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////////////////////////////////////////////////////////////
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/// Create a new context attached to a window
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///
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/// \param Owner : Pointer to the owner window
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/// \param BitsPerPixel : Pixel depth (in bits per pixel)
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/// \param Settings : Creation parameters
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///
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/// \return Pointer to the created context
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///
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////////////////////////////////////////////////////////////
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static Context* New(const priv::WindowImpl* Owner, unsigned int BitsPerPixel, const ContextSettings& Settings);
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////////////////////////////////////////////////////////////
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/// Check if a context is active on the current thread
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///
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/// \return True if there's an active context, false otherwise
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///
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////////////////////////////////////////////////////////////
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static bool IsContextActive();
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////////////////////////////////////////////////////////////
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/// Return the default context
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///
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/// \return Reference to the default context
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///
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////////////////////////////////////////////////////////////
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static Context& GetDefault();
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public :
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////////////////////////////////////////////////////////////
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/// Virtual destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~Context();
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////////////////////////////////////////////////////////////
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/// Get the settings of the context
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///
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/// \return Structure containing the settings
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///
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////////////////////////////////////////////////////////////
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const ContextSettings& GetSettings() const;
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////////////////////////////////////////////////////////////
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/// Activate or deactivate the context as the current target
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/// for rendering
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///
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/// \param Active : True to activate, false to deactivate
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool SetActive(bool Active);
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////////////////////////////////////////////////////////////
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/// Display the contents of the context
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///
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////////////////////////////////////////////////////////////
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virtual void Display() = 0;
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////////////////////////////////////////////////////////////
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/// Enable / disable vertical synchronization
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///
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/// \param Enabled : True to enable v-sync, false to deactivate
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///
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////////////////////////////////////////////////////////////
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virtual void UseVerticalSync(bool Enabled) = 0;
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protected :
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////////////////////////////////////////////////////////////
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/// Default constructor
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/// Default constructor -- creates and activates the context
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///
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////////////////////////////////////////////////////////////
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Context();
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////////////////////////////////////////////////////////////
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/// Make this context the current one
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///
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/// \param Active : True to activate, false to deactivate
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///
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/// \return True on success, false if any error happened
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/// Destructor -- deactivates and destroys the context
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///
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////////////////////////////////////////////////////////////
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virtual bool MakeCurrent(bool Active) = 0;
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~Context();
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////////////////////////////////////////////////////////////
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/// Evaluate a pixel format configuration.
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/// This functions can be used by implementations that have
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/// several valid formats and want to get the best one
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/// Activate or deactivate explicitely the context
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///
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/// \param BitsPerPixel : Requested pixel depth (bits per pixel)
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/// \param Settings : Requested additionnal settings
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/// \param ColorBits : Color bits of the configuration to evaluate
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/// \param DepthBits : Depth bits of the configuration to evaluate
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/// \param StencilBits : Stencil bits of the configuration to evaluate
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/// \param Antialiasing : Antialiasing level of the configuration to evaluate
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///
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/// \return Score of the configuration : the lower the better
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/// \param Active True to activate, false to deactivate
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///
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////////////////////////////////////////////////////////////
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static int EvaluateFormat(unsigned int BitsPerPixel, const ContextSettings& Settings, int ColorBits, int DepthBits, int StencilBits, int Antialiasing);
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void SetActive(bool Active);
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private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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ContextSettings mySettings; ///< Creation settings of the context
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priv::ContextGL* myContext; ///< Internal OpenGL context
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};
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} // namespace sf
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namespace priv
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{
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class WindowImpl;
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class ContextGL;
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}
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class Context;
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////////////////////////////////////////////////////////////
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/// Window is a rendering window ; it can create a new window
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/// or connect to an existing one
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// Member data
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////////////////////////////////////////////////////////////
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priv::WindowImpl* myWindow; ///< Platform-specific implementation of the window
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Context* myContext; ///< Platform-specific implementation of the OpenGL context
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priv::ContextGL* myContext; ///< Platform-specific implementation of the OpenGL context
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std::queue<Event> myEvents; ///< Queue of received events
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Input myInput; ///< Input manager connected to window
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Clock myClock; ///< Clock for measuring the elapsed time between frames
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