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Replaced TransientContextLock implementation with a more elaborate one which relies on locking a single mutex and thus avoids lock order inversion. Fixes #1165.
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@ -75,9 +75,6 @@ protected:
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///
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////////////////////////////////////////////////////////////
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~TransientContextLock();
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private:
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Context* m_context; ///< Temporary context, in case we needed to create one
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};
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};
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@ -26,6 +26,7 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/GlContext.hpp>
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#include <SFML/Window/Context.hpp>
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#include <SFML/System/ThreadLocalPtr.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <SFML/System/Lock.hpp>
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@ -131,18 +132,70 @@ namespace
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// We need to make sure that no operating system context
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// or pixel format operations are performed simultaneously
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// This mutex is also used to protect the shared context
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// from being locked on multiple threads
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// from being locked on multiple threads and for managing
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// the resource count
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sf::Mutex mutex;
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// OpenGL resources counter
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unsigned int resourceCount = 0;
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// This per-thread variable holds the current context for each thread
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sf::ThreadLocalPtr<sf::priv::GlContext> currentContext(NULL);
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// The hidden, inactive context that will be shared with all other contexts
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ContextType* sharedContext = NULL;
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// This per-thread variable is set to point to the shared context
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// if we had to acquire it when a TransientContextLock was required
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sf::ThreadLocalPtr<sf::priv::GlContext> currentSharedContext(NULL);
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// This structure contains all the state necessary to
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// track TransientContext usage
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struct TransientContext : private sf::NonCopyable
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{
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////////////////////////////////////////////////////////////
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/// \brief Constructor
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///
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////////////////////////////////////////////////////////////
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TransientContext() :
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referenceCount (0),
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context (0),
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sharedContextLock(0),
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useSharedContext (false)
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{
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if (resourceCount == 0)
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{
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context = new sf::Context;
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}
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else if (!currentContext)
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{
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sharedContextLock = new sf::Lock(mutex);
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useSharedContext = true;
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sharedContext->setActive(true);
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}
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}
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~TransientContext()
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{
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if (useSharedContext)
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sharedContext->setActive(false);
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delete sharedContextLock;
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delete context;
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}
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///////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int referenceCount;
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sf::Context* context;
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sf::Lock* sharedContextLock;
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bool useSharedContext;
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};
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// This per-thread variable tracks if and how a transient
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// context is currently being used on the current thread
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sf::ThreadLocalPtr<TransientContext> transientContext(NULL);
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// Supported OpenGL extensions
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std::vector<std::string> extensions;
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@ -154,12 +207,21 @@ namespace sf
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namespace priv
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{
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////////////////////////////////////////////////////////////
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void GlContext::globalInit()
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void GlContext::initResource()
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{
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// Protect from concurrent access
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Lock lock(mutex);
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// If this is the very first resource, trigger the global context initialization
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if (resourceCount == 0)
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{
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if (sharedContext)
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{
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// Increment the resources counter
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resourceCount++;
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return;
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}
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// Create the shared context
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sharedContext = new ContextType(NULL);
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@ -215,12 +277,23 @@ void GlContext::globalInit()
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sharedContext->setActive(false);
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}
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// Increment the resources counter
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resourceCount++;
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}
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////////////////////////////////////////////////////////////
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void GlContext::globalCleanup()
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void GlContext::cleanupResource()
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{
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// Protect from concurrent access
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Lock lock(mutex);
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// Decrement the resources counter
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resourceCount--;
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// If there's no more resource alive, we can trigger the global context cleanup
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if (resourceCount == 0)
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{
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if (!sharedContext)
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return;
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@ -228,33 +301,44 @@ void GlContext::globalCleanup()
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delete sharedContext;
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sharedContext = NULL;
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}
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}
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////////////////////////////////////////////////////////////
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void GlContext::acquireTransientContext()
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{
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// If a capable context is already active on this thread
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// there is no need to use the shared context for the operation
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if (currentContext)
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{
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currentSharedContext = NULL;
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return;
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}
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// Protect from concurrent access
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Lock lock(mutex);
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mutex.lock();
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currentSharedContext = sharedContext;
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sharedContext->setActive(true);
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// If this is the first TransientContextLock on this thread
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// construct the state object
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if (!transientContext)
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transientContext = new TransientContext;
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// Increase the reference count
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transientContext->referenceCount++;
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}
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////////////////////////////////////////////////////////////
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void GlContext::releaseTransientContext()
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{
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if (!currentSharedContext)
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return;
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// Protect from concurrent access
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Lock lock(mutex);
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sharedContext->setActive(false);
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mutex.unlock();
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// Make sure a matching acquireTransientContext() was called
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assert(transientContext);
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// Decrease the reference count
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transientContext->referenceCount--;
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// If this is the last TransientContextLock that is released
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// destroy the state object
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if (transientContext->referenceCount == 0)
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{
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delete transientContext;
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transientContext = NULL;
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}
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}
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@ -49,28 +49,25 @@ class GlContext : NonCopyable
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public:
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////////////////////////////////////////////////////////////
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/// \brief Perform the global initialization
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/// \brief Perform resource initialization
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///
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/// This function is called once, before the very first OpenGL
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/// resource is created. It makes sure that everything is ready
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/// for contexts to work properly.
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/// Note: this function doesn't need to be thread-safe, as it
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/// can be called only once.
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/// This function is called every time an OpenGL resource is
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/// created. When the first resource is initialized, it makes
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/// sure that everything is ready for contexts to work properly.
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///
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////////////////////////////////////////////////////////////
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static void globalInit();
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static void initResource();
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////////////////////////////////////////////////////////////
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/// \brief Perform the global cleanup
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/// \brief Perform resource cleanup
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///
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/// This function is called after the very last OpenGL resource
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/// is destroyed. It makes sure that everything that was
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/// created by initialize() is properly released.
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/// Note: this function doesn't need to be thread-safe, as it
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/// can be called only once.
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/// This function is called every time an OpenGL resource is
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/// destroyed. When the last resource is destroyed, it makes
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/// sure that everything that was created by initResource()
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/// is properly released.
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///
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////////////////////////////////////////////////////////////
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static void globalCleanup();
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static void cleanupResource();
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////////////////////////////////////////////////////////////
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/// \brief Acquires a context for short-term use on the current thread
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@ -27,17 +27,6 @@
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////////////////////////////////////////////////////////////
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#include <SFML/Window/GlResource.hpp>
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#include <SFML/Window/GlContext.hpp>
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#include <SFML/Window/Context.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <SFML/System/Lock.hpp>
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namespace
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{
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// OpenGL resources counter and its mutex
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unsigned int count = 0;
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sf::Mutex mutex;
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}
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namespace sf
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@ -45,45 +34,20 @@ namespace sf
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////////////////////////////////////////////////////////////
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GlResource::GlResource()
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{
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// Protect from concurrent access
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Lock lock(mutex);
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// If this is the very first resource, trigger the global context initialization
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if (count == 0)
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priv::GlContext::globalInit();
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// Increment the resources counter
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count++;
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priv::GlContext::initResource();
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}
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////////////////////////////////////////////////////////////
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GlResource::~GlResource()
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{
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// Protect from concurrent access
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Lock lock(mutex);
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// Decrement the resources counter
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count--;
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// If there's no more resource alive, we can trigger the global context cleanup
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if (count == 0)
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priv::GlContext::globalCleanup();
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priv::GlContext::cleanupResource();
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}
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////////////////////////////////////////////////////////////
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GlResource::TransientContextLock::TransientContextLock() :
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m_context(0)
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GlResource::TransientContextLock::TransientContextLock()
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{
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Lock lock(mutex);
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if (count == 0)
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{
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m_context = new Context;
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return;
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}
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priv::GlContext::acquireTransientContext();
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}
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@ -91,12 +55,6 @@ m_context(0)
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////////////////////////////////////////////////////////////
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GlResource::TransientContextLock::~TransientContextLock()
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{
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if (m_context)
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{
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delete m_context;
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return;
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}
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priv::GlContext::releaseTransientContext();
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}
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