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gl_engine: ++thread safety
The `dispose()` method can be called on a worker thread. GL resources are released on `sync()`, ensuring guaranteed thread safety.
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4693d7f4c1
commit
688952be56
2 changed files with 26 additions and 1 deletions
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@ -42,6 +42,15 @@ static void _termEngine()
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//TODO: Clean up global resources
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//TODO: Clean up global resources
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}
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}
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void GlRenderer::clearDisposes()
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{
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if (mDisposed.textures.count > 0) {
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glDeleteTextures(mDisposed.textures.count, mDisposed.textures.data);
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mDisposed.textures.clear();
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}
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}
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/************************************************************************/
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/************************************************************************/
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/* External Class Implementation */
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/* External Class Implementation */
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/************************************************************************/
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/************************************************************************/
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@ -50,6 +59,8 @@ static void _termEngine()
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bool GlRenderer::clear()
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bool GlRenderer::clear()
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{
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{
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clearDisposes();
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mClearBuffer = true;
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mClearBuffer = true;
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return true;
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return true;
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}
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}
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@ -112,6 +123,8 @@ bool GlRenderer::sync()
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mRenderPassStack.clear();
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mRenderPassStack.clear();
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clearDisposes();
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delete task;
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delete task;
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return true;
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return true;
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@ -384,7 +397,11 @@ void GlRenderer::dispose(RenderData data)
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auto sdata = static_cast<GlShape*>(data);
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auto sdata = static_cast<GlShape*>(data);
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if (!sdata) return;
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if (!sdata) return;
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if (sdata->texId) glDeleteTextures(1, &sdata->texId);
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//dispose the non thread-safety resources on clearDisposes() call
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if (sdata->texId) {
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ScopedLock lock(mDisposed.key);
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mDisposed.textures.push(sdata->texId);
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}
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delete sdata;
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delete sdata;
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}
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}
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@ -96,6 +96,8 @@ private:
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void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
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void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
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void endRenderPass(Compositor* cmp);
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void endRenderPass(Compositor* cmp);
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void clearDisposes();
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Surface surface;
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Surface surface;
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GLint mTargetFboId = 0;
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GLint mTargetFboId = 0;
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RenderRegion mViewport;
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RenderRegion mViewport;
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@ -107,6 +109,12 @@ private:
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vector<GlRenderPass> mRenderPassStack = {};
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vector<GlRenderPass> mRenderPassStack = {};
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vector<unique_ptr<GlCompositor>> mComposeStack = {};
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vector<unique_ptr<GlCompositor>> mComposeStack = {};
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//Disposed resources. They should be released on synced call.
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struct {
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Array<GLuint> textures = {};
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Key key;
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} mDisposed;
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bool mClearBuffer = true;
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bool mClearBuffer = true;
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};
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};
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