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// Gawain buffer IDs
//
// This code is part of the Gawain library, with modifications
// specific to integration with Blender.
//
// Copyright 2016 Mike Erwin
//
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.#include "buffer_id.h"
#include "buffer_id.h"
#include <mutex>
#include <vector>
#define ORPHAN_DEBUG 0
#if ORPHAN_DEBUG
#include <cstdio>
#endif
static std::vector<GLuint> orphaned_buffer_ids;
static std::vector<GLuint> orphaned_vao_ids;
static std::mutex orphan_mutex;
extern "C" {
extern int BLI_thread_is_main(void); // Blender-specific function
}
static bool thread_is_main()
{
// "main" here means the GL context's thread
return BLI_thread_is_main();
}
GLuint buffer_id_alloc()
{
#if TRUST_NO_ONE
assert(thread_is_main());
#endif
// delete orphaned IDs
orphan_mutex.lock();
if (!orphaned_buffer_ids.empty())
{
const auto orphaned_buffer_ct = (unsigned)orphaned_buffer_ids.size();
#if ORPHAN_DEBUG
printf("deleting %u orphaned VBO%s\n", orphaned_buffer_ct, orphaned_buffer_ct == 1 ? "" : "s");
#endif
glDeleteBuffers(orphaned_buffer_ct, orphaned_buffer_ids.data());
orphaned_buffer_ids.clear();
}
orphan_mutex.unlock();
GLuint new_buffer_id = 0;
glGenBuffers(1, &new_buffer_id);
return new_buffer_id;
}
void buffer_id_free(GLuint buffer_id)
{
if (thread_is_main())
glDeleteBuffers(1, &buffer_id);
else
{
// add this ID to the orphaned list
orphan_mutex.lock();
#if ORPHAN_DEBUG
printf("orphaning VBO %u\n", buffer_id);
#endif
orphaned_buffer_ids.emplace_back(buffer_id);
orphan_mutex.unlock();
}
}
GLuint vao_id_alloc()
{
#if TRUST_NO_ONE
assert(thread_is_main());
#endif
// delete orphaned IDs
orphan_mutex.lock();
if (!orphaned_vao_ids.empty())
{
const auto orphaned_vao_ct = (unsigned)orphaned_vao_ids.size();
#if ORPHAN_DEBUG
printf("deleting %u orphaned VAO%s\n", orphaned_vao_ct, orphaned_vao_ct == 1 ? "" : "s");
#endif
glDeleteVertexArrays(orphaned_vao_ct, orphaned_vao_ids.data());
orphaned_vao_ids.clear();
}
orphan_mutex.unlock();
GLuint new_vao_id = 0;
glGenVertexArrays(1, &new_vao_id);
return new_vao_id;
}
void vao_id_free(GLuint vao_id)
{
if (thread_is_main())
glDeleteVertexArrays(1, &vao_id);
else
{
// add this ID to the orphaned list
orphan_mutex.lock();
#if ORPHAN_DEBUG
printf("orphaning VAO %u\n", vao_id);
#endif
orphaned_vao_ids.emplace_back(vao_id);
orphan_mutex.unlock();
}
}
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