gl_engine: ++thread safety

The `dispose()` method can be called on a worker thread.
GL resources are released on `sync()`, ensuring guaranteed thread safety.
This commit is contained in:
Hermet Park 2024-07-05 01:01:36 +09:00 committed by Hermet Park
parent 4693d7f4c1
commit 688952be56
2 changed files with 26 additions and 1 deletions

View file

@ -42,6 +42,15 @@ static void _termEngine()
//TODO: Clean up global resources
}
void GlRenderer::clearDisposes()
{
if (mDisposed.textures.count > 0) {
glDeleteTextures(mDisposed.textures.count, mDisposed.textures.data);
mDisposed.textures.clear();
}
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
@ -50,6 +59,8 @@ static void _termEngine()
bool GlRenderer::clear()
{
clearDisposes();
mClearBuffer = true;
return true;
}
@ -112,6 +123,8 @@ bool GlRenderer::sync()
mRenderPassStack.clear();
clearDisposes();
delete task;
return true;
@ -384,7 +397,11 @@ void GlRenderer::dispose(RenderData data)
auto sdata = static_cast<GlShape*>(data);
if (!sdata) return;
if (sdata->texId) glDeleteTextures(1, &sdata->texId);
//dispose the non thread-safety resources on clearDisposes() call
if (sdata->texId) {
ScopedLock lock(mDisposed.key);
mDisposed.textures.push(sdata->texId);
}
delete sdata;
}

View file

@ -96,6 +96,8 @@ private:
void prepareCmpTask(GlRenderTask* task, const RenderRegion& vp, uint32_t cmpWidth, uint32_t cmpHeight);
void endRenderPass(Compositor* cmp);
void clearDisposes();
Surface surface;
GLint mTargetFboId = 0;
RenderRegion mViewport;
@ -107,6 +109,12 @@ private:
vector<GlRenderPass> mRenderPassStack = {};
vector<unique_ptr<GlCompositor>> mComposeStack = {};
//Disposed resources. They should be released on synced call.
struct {
Array<GLuint> textures = {};
Key key;
} mDisposed;
bool mClearBuffer = true;
};