Made a few functions in Texture and Shader a bit more thread-safe.

This commit is contained in:
binary1248 2014-08-13 08:44:48 +02:00
parent 713407e159
commit 7defb17e8c
2 changed files with 62 additions and 44 deletions

View File

@ -31,6 +31,8 @@
#include <SFML/Graphics/GLCheck.hpp> #include <SFML/Graphics/GLCheck.hpp>
#include <SFML/Window/Context.hpp> #include <SFML/Window/Context.hpp>
#include <SFML/System/InputStream.hpp> #include <SFML/System/InputStream.hpp>
#include <SFML/System/Mutex.hpp>
#include <SFML/System/Lock.hpp>
#include <SFML/System/Err.hpp> #include <SFML/System/Err.hpp>
#include <fstream> #include <fstream>
#include <vector> #include <vector>
@ -40,11 +42,25 @@
namespace namespace
{ {
sf::Mutex mutex;
GLint checkMaxTextureUnits()
{
GLint maxUnits = 0;
glCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits));
return maxUnits;
}
// Retrieve the maximum number of texture units available // Retrieve the maximum number of texture units available
GLint getMaxTextureUnits() GLint getMaxTextureUnits()
{ {
GLint maxUnits = 0; // TODO: Remove this lock when it becomes unnecessary in C++11
glCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits)); sf::Lock lock(mutex);
static GLint maxUnits = checkMaxTextureUnits();
return maxUnits; return maxUnits;
} }
@ -86,6 +102,24 @@ namespace
buffer.push_back('\0'); buffer.push_back('\0');
return success; return success;
} }
bool checkShadersAvailable()
{
// Create a temporary context in case the user checks
// before a GlResource is created, thus initializing
// the shared context
sf::Context context;
// Make sure that extensions are initialized
sf::priv::ensureExtensionsInit();
bool available = GLEW_ARB_shading_language_100 &&
GLEW_ARB_shader_objects &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_fragment_shader;
return available;
}
} }
@ -378,7 +412,7 @@ void Shader::setParameter(const std::string& name, const Texture& texture)
if (it == m_textures.end()) if (it == m_textures.end())
{ {
// New entry, make sure there are enough texture units // New entry, make sure there are enough texture units
static const GLint maxUnits = getMaxTextureUnits(); GLint maxUnits = getMaxTextureUnits();
if (m_textures.size() + 1 >= static_cast<std::size_t>(maxUnits)) if (m_textures.size() + 1 >= static_cast<std::size_t>(maxUnits))
{ {
err() << "Impossible to use texture \"" << name << "\" for shader: all available texture units are used" << std::endl; err() << "Impossible to use texture \"" << name << "\" for shader: all available texture units are used" << std::endl;
@ -438,27 +472,10 @@ void Shader::bind(const Shader* shader)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool Shader::isAvailable() bool Shader::isAvailable()
{ {
static bool available = false; // TODO: Remove this lock when it becomes unnecessary in C++11
static bool checked = false; Lock lock(mutex);
// Make sure we only have to check once static bool available = checkShadersAvailable();
if (!checked)
{
// Create a temporary context in case the user checks
// before a GlResource is created, thus initializing
// the shared context
Context context;
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
available = GLEW_ARB_shading_language_100 &&
GLEW_ARB_shader_objects &&
GLEW_ARB_vertex_shader &&
GLEW_ARB_fragment_shader;
checked = true;
}
return available; return available;
} }
@ -603,7 +620,7 @@ int Shader::getParamLocation(const std::string& name)
// Not in cache, request the location from OpenGL // Not in cache, request the location from OpenGL
int location = glGetUniformLocationARB(m_shaderProgram, name.c_str()); int location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
m_params.insert(std::make_pair(name, location)); m_params.insert(std::make_pair(name, location));
if (location == -1) if (location == -1)
err() << "Parameter \"" << name << "\" not found in shader" << std::endl; err() << "Parameter \"" << name << "\" not found in shader" << std::endl;

View File

@ -40,16 +40,31 @@
namespace namespace
{ {
sf::Mutex mutex;
// Thread-safe unique identifier generator, // Thread-safe unique identifier generator,
// is used for states cache (see RenderTarget) // is used for states cache (see RenderTarget)
sf::Uint64 getUniqueId() sf::Uint64 getUniqueId()
{ {
static sf::Uint64 id = 1; // start at 1, zero is "no texture"
static sf::Mutex mutex;
sf::Lock lock(mutex); sf::Lock lock(mutex);
static sf::Uint64 id = 1; // start at 1, zero is "no texture"
return id++; return id++;
} }
unsigned int checkMaximumTextureSize()
{
// Create a temporary context in case the user queries
// the size before a GlResource is created, thus
// initializing the shared context
sf::Context context;
GLint size;
glCheck(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size));
return static_cast<unsigned int>(size);
}
} }
@ -523,24 +538,10 @@ void Texture::bind(const Texture* texture, CoordinateType coordinateType)
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
unsigned int Texture::getMaximumSize() unsigned int Texture::getMaximumSize()
{ {
static unsigned int size = 0; // TODO: Remove this lock when it becomes unnecessary in C++11
static bool checked = false; Lock lock(mutex);
// Make sure we only have to check once static unsigned int size = checkMaximumTextureSize();
if (!checked)
{
// Create a temporary context in case the user queries
// the size before a GlResource is created, thus
// initializing the shared context
Context context;
GLint glSize;
glCheck(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glSize));
size = static_cast<unsigned int>(glSize);
checked = true;
}
return size; return size;
} }