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authorEnrico Turri <enricoturri@seznam.cz>2019-06-03 14:53:30 +0300
committerEnrico Turri <enricoturri@seznam.cz>2019-06-03 14:53:30 +0300
commit6a8c7a87059c279bf7aba0a5092b5de41ff9b815 (patch)
tree864f51d2517e82ff633580feb98f751c03bdeac6 /src/slic3r/GUI/GLTexture.cpp
parent4a4deef4206a9b22f4ff55019994892d687fc4b4 (diff)
Fixed race condition while compressing texture data and sending them to the GPU
Diffstat (limited to 'src/slic3r/GUI/GLTexture.cpp')
-rw-r--r--src/slic3r/GUI/GLTexture.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/slic3r/GUI/GLTexture.cpp b/src/slic3r/GUI/GLTexture.cpp
index 469e192b5..78de38d54 100644
--- a/src/slic3r/GUI/GLTexture.cpp
+++ b/src/slic3r/GUI/GLTexture.cpp
@@ -55,7 +55,7 @@ bool GLTexture::Compressor::unsent_compressed_data_available() const
{
for (const Level& level : m_levels)
{
- if (!level.sent_to_gpu && (level.compressed_data.size() > 0))
+ if (!level.sent_to_gpu && level.compressed)
return true;
}
@@ -64,12 +64,14 @@ bool GLTexture::Compressor::unsent_compressed_data_available() const
void GLTexture::Compressor::send_compressed_data_to_gpu()
{
+ // this method should be called inside the main thread of Slicer or a new OpenGL context (sharing resources) would be needed
+
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.m_id));
for (int i = 0; i < (int)m_levels.size(); ++i)
{
Level& level = m_levels[i];
- if (!level.sent_to_gpu && (level.compressed_data.size() > 0))
+ if (!level.sent_to_gpu && level.compressed)
{
glsafe(::glCompressedTexSubImage2D(GL_TEXTURE_2D, (GLint)i, 0, 0, (GLsizei)level.w, (GLsizei)level.h, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)level.compressed_data.size(), (const GLvoid*)level.compressed_data.data()));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, i));
@@ -77,6 +79,7 @@ void GLTexture::Compressor::send_compressed_data_to_gpu()
level.sent_to_gpu = true;
// we are done with the compressed data, we can discard it
level.compressed_data.clear();
+ level.compressed = false;
}
}
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
@@ -100,6 +103,7 @@ void GLTexture::Compressor::compress()
// we are done with the source data, we can discard it
level.src_data.clear();
+ level.compressed = true;
}
m_is_compressing = false;