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Restore UnrefQueue to destruct animation asynchronously
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parent
1e7989c5e5
commit
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12 changed files with 109 additions and 14 deletions
36
components/sceneutil/unrefqueue.hpp
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36
components/sceneutil/unrefqueue.hpp
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#ifndef OPENMW_COMPONENTS_UNREFQUEUE_H
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#define OPENMW_COMPONENTS_UNREFQUEUE_H
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#include "workqueue.hpp"
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#include <osg/ref_ptr>
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#include <osg/Referenced>
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#include <vector>
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namespace SceneUtil
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{
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class WorkQueue;
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/// @brief Handles unreferencing of objects through the WorkQueue. Typical use scenario
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/// would be the main thread pushing objects that are no longer needed, and the background thread deleting them.
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class UnrefQueue
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{
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public:
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/// Adds an object to the list of objects to be unreferenced. Call from the main thread.
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void push(osg::ref_ptr<osg::Referenced>&& obj) { mObjects.push_back(std::move(obj)); }
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void push(const osg::ref_ptr<osg::Referenced>& obj) { mObjects.push_back(obj); }
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/// Adds a WorkItem to the given WorkQueue that will clear the list of objects in a worker thread,
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/// thus unreferencing them. Call from the main thread.
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void flush(SceneUtil::WorkQueue& workQueue);
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std::size_t getSize() const { return mObjects.size(); }
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private:
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std::vector<osg::ref_ptr<osg::Referenced>> mObjects;
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};
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}
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#endif
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