mirror of
https://github.com/lubosz/overte.git
synced 2025-04-08 04:42:20 +02:00
Fixing crash in texture transfer logic, again
This commit is contained in:
parent
a302c220f4
commit
ee1fd69316
4 changed files with 247 additions and 145 deletions
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@ -1,5 +1,5 @@
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set(TARGET_NAME gpu-gl)
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setup_hifi_library()
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setup_hifi_library(Concurrent)
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link_hifi_libraries(shared gl gpu)
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if (UNIX)
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target_link_libraries(${TARGET_NAME} pthread)
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@ -160,8 +160,6 @@ const uvec3 GLVariableAllocationSupport::INITIAL_MIP_TRANSFER_DIMENSIONS { 64, 6
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WorkQueue GLVariableAllocationSupport::_transferQueue;
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WorkQueue GLVariableAllocationSupport::_promoteQueue;
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WorkQueue GLVariableAllocationSupport::_demoteQueue;
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TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
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TransferJobPointer GLVariableAllocationSupport::_currentTransferJob;
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size_t GLVariableAllocationSupport::_frameTexturesCreated { 0 };
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#define OVERSUBSCRIBED_PRESSURE_VALUE 0.95f
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@ -176,30 +174,19 @@ const uvec3 GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS { 1024, 1024, 1
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const size_t GLVariableAllocationSupport::MAX_TRANSFER_SIZE = GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.x * GLVariableAllocationSupport::MAX_TRANSFER_DIMENSIONS.y * 4;
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#if THREADED_TEXTURE_BUFFERING
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std::shared_ptr<std::thread> TransferJob::_bufferThread { nullptr };
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std::atomic<bool> TransferJob::_shutdownBufferingThread { false };
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Mutex TransferJob::_mutex;
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TransferJob::VoidLambdaQueue TransferJob::_bufferLambdaQueue;
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void TransferJob::startTransferLoop() {
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if (_bufferThread) {
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return;
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}
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_shutdownBufferingThread = false;
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_bufferThread = std::make_shared<std::thread>([] {
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TransferJob::bufferLoop();
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TexturePointer GLVariableAllocationSupport::_currentTransferTexture;
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TransferJobPointer GLVariableAllocationSupport::_currentTransferJob;
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QThreadPool* TransferJob::_bufferThreadPool { nullptr };
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void TransferJob::startBufferingThread() {
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static std::once_flag once;
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std::call_once(once, [&] {
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_bufferThreadPool = new QThreadPool(qApp);
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_bufferThreadPool->setMaxThreadCount(1);
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});
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}
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void TransferJob::stopTransferLoop() {
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if (!_bufferThread) {
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return;
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}
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_shutdownBufferingThread = true;
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_bufferThread->join();
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_bufferThread.reset();
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_shutdownBufferingThread = false;
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}
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#endif
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TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t targetMip, uint8_t face, uint32_t lines, uint32_t lineOffset)
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@ -233,7 +220,6 @@ TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t t
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// Buffering can invoke disk IO, so it should be off of the main and render threads
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_bufferingLambda = [=] {
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_mipData = _parent._gpuObject.accessStoredMipFace(sourceMip, face)->createView(_transferSize, _transferOffset);
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_bufferingCompleted = true;
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};
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_transferLambda = [=] {
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@ -243,65 +229,66 @@ TransferJob::TransferJob(const GLTexture& parent, uint16_t sourceMip, uint16_t t
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}
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TransferJob::TransferJob(const GLTexture& parent, std::function<void()> transferLambda)
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: _parent(parent), _bufferingCompleted(true), _transferLambda(transferLambda) {
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: _parent(parent), _bufferingRequired(false), _transferLambda(transferLambda) {
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}
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TransferJob::~TransferJob() {
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Backend::updateTextureTransferPendingSize(_transferSize, 0);
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}
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bool TransferJob::tryTransfer() {
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// Disable threaded texture transfer for now
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#if THREADED_TEXTURE_BUFFERING
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// Are we ready to transfer
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if (_bufferingCompleted) {
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_transferLambda();
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if (!bufferingCompleted()) {
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startBuffering();
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return false;
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}
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#else
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if (_bufferingRequired) {
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_bufferingLambda();
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}
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#endif
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_transferLambda();
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return true;
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}
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#if THREADED_TEXTURE_BUFFERING
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bool TransferJob::bufferingRequired() const {
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if (!_bufferingRequired) {
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return false;
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}
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// The default state of a QFuture is with status Canceled | Started | Finished,
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// so we have to check isCancelled before we check the actual state
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if (_bufferingStatus.isCanceled()) {
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return true;
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}
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startBuffering();
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return false;
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#else
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if (!_bufferingCompleted) {
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_bufferingLambda();
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_bufferingCompleted = true;
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}
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_transferLambda();
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return true;
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#endif
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return !_bufferingStatus.isStarted();
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}
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#if THREADED_TEXTURE_BUFFERING
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bool TransferJob::bufferingCompleted() const {
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if (!_bufferingRequired) {
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return true;
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}
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// The default state of a QFuture is with status Canceled | Started | Finished,
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// so we have to check isCancelled before we check the actual state
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if (_bufferingStatus.isCanceled()) {
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return false;
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}
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return _bufferingStatus.isFinished();
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}
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void TransferJob::startBuffering() {
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if (_bufferingStarted) {
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return;
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}
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_bufferingStarted = true;
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{
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Lock lock(_mutex);
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_bufferLambdaQueue.push(_bufferingLambda);
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}
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}
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void TransferJob::bufferLoop() {
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while (!_shutdownBufferingThread) {
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VoidLambdaQueue workingQueue;
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{
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Lock lock(_mutex);
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_bufferLambdaQueue.swap(workingQueue);
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}
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if (workingQueue.empty()) {
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QThread::msleep(5);
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continue;
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}
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while (!workingQueue.empty()) {
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workingQueue.front()();
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workingQueue.pop();
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}
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if (bufferingRequired()) {
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assert(_bufferingStatus.isCanceled());
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_bufferingStatus = QtConcurrent::run(_bufferThreadPool, [=] {
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_bufferingLambda();
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});
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assert(!_bufferingStatus.isCanceled());
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assert(_bufferingStatus.isStarted());
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}
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}
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#endif
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@ -316,7 +303,9 @@ GLVariableAllocationSupport::~GLVariableAllocationSupport() {
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void GLVariableAllocationSupport::addMemoryManagedTexture(const TexturePointer& texturePointer) {
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_memoryManagedTextures.push_back(texturePointer);
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addToWorkQueue(texturePointer);
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if (MemoryPressureState::Idle != _memoryPressureState) {
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addToWorkQueue(texturePointer);
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}
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}
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void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePointer) {
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@ -345,10 +334,8 @@ void GLVariableAllocationSupport::addToWorkQueue(const TexturePointer& texturePo
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break;
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case MemoryPressureState::Idle:
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break;
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default:
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Q_UNREACHABLE();
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break;
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}
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}
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@ -364,10 +351,10 @@ WorkQueue& GLVariableAllocationSupport::getActiveWorkQueue() {
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case MemoryPressureState::Transfer:
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return _transferQueue;
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default:
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case MemoryPressureState::Idle:
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Q_UNREACHABLE();
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break;
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}
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Q_UNREACHABLE();
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return empty;
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}
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@ -460,16 +447,11 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
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}
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if (newState != _memoryPressureState) {
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_memoryPressureState = newState;
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#if THREADED_TEXTURE_BUFFERING
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if (MemoryPressureState::Transfer == _memoryPressureState) {
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TransferJob::stopTransferLoop();
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TransferJob::startBufferingThread();
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}
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_memoryPressureState = newState;
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if (MemoryPressureState::Transfer == _memoryPressureState) {
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TransferJob::startTransferLoop();
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}
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#else
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_memoryPressureState = newState;
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#endif
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// Clear the existing queue
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_transferQueue = WorkQueue();
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@ -487,49 +469,111 @@ void GLVariableAllocationSupport::updateMemoryPressure() {
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}
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}
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TexturePointer GLVariableAllocationSupport::getNextWorkQueueItem(WorkQueue& workQueue) {
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while (!workQueue.empty()) {
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auto workTarget = workQueue.top();
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auto texture = workTarget.first.lock();
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if (!texture) {
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workQueue.pop();
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continue;
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}
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// Check whether the resulting texture can actually have work performed
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GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
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GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
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switch (_memoryPressureState) {
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case MemoryPressureState::Oversubscribed:
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if (vartexture->canDemote()) {
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return texture;
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}
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break;
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case MemoryPressureState::Undersubscribed:
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if (vartexture->canPromote()) {
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return texture;
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}
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break;
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case MemoryPressureState::Transfer:
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if (vartexture->hasPendingTransfers()) {
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return texture;
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}
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break;
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case MemoryPressureState::Idle:
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Q_UNREACHABLE();
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break;
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}
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// If we got here, then the texture has no work to do in the current state,
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// so pop it off the queue and continue
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workQueue.pop();
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}
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return TexturePointer();
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}
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void GLVariableAllocationSupport::processWorkQueue(WorkQueue& workQueue) {
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if (workQueue.empty()) {
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return;
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}
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// Get the front of the work queue to perform work
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auto texture = getNextWorkQueueItem(workQueue);
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if (!texture) {
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return;
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}
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// Grab the first item off the demote queue
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PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
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GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
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GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
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switch (_memoryPressureState) {
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case MemoryPressureState::Oversubscribed:
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vartexture->demote();
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workQueue.pop();
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addToWorkQueue(texture);
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break;
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case MemoryPressureState::Undersubscribed:
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vartexture->promote();
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workQueue.pop();
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addToWorkQueue(texture);
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break;
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case MemoryPressureState::Transfer:
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if (vartexture->executeNextTransfer(texture)) {
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workQueue.pop();
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addToWorkQueue(texture);
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#if THREADED_TEXTURE_BUFFERING
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// Eagerly start the next buffering job if possible
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texture = getNextWorkQueueItem(workQueue);
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if (texture) {
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gltexture = Backend::getGPUObject<GLTexture>(*texture);
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vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
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vartexture->executeNextBuffer(texture);
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}
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#endif
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}
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break;
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case MemoryPressureState::Idle:
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Q_UNREACHABLE();
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break;
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}
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}
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void GLVariableAllocationSupport::processWorkQueues() {
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if (MemoryPressureState::Idle == _memoryPressureState) {
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return;
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}
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auto& workQueue = getActiveWorkQueue();
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PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
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while (!workQueue.empty()) {
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auto workTarget = workQueue.top();
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workQueue.pop();
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auto texture = workTarget.first.lock();
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if (!texture) {
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continue;
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}
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// Grab the first item off the demote queue
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GLTexture* gltexture = Backend::getGPUObject<GLTexture>(*texture);
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GLVariableAllocationSupport* vartexture = dynamic_cast<GLVariableAllocationSupport*>(gltexture);
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if (MemoryPressureState::Oversubscribed == _memoryPressureState) {
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if (!vartexture->canDemote()) {
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continue;
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}
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vartexture->demote();
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_memoryPressureStateStale = true;
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} else if (MemoryPressureState::Undersubscribed == _memoryPressureState) {
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if (!vartexture->canPromote()) {
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continue;
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}
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vartexture->promote();
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_memoryPressureStateStale = true;
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} else if (MemoryPressureState::Transfer == _memoryPressureState) {
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if (!vartexture->hasPendingTransfers()) {
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continue;
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}
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vartexture->executeNextTransfer(texture);
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} else {
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Q_UNREACHABLE();
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}
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// Reinject into the queue if more work to be done
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addToWorkQueue(texture);
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break;
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}
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// Do work on the front of the queue
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processWorkQueue(workQueue);
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if (workQueue.empty()) {
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_memoryPressureState = MemoryPressureState::Idle;
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@ -543,28 +587,83 @@ void GLVariableAllocationSupport::manageMemory() {
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processWorkQueues();
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}
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bool GLVariableAllocationSupport::executeNextTransfer(const TexturePointer& currentTexture) {
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#if THREADED_TEXTURE_BUFFERING
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// If a transfer job is active on the buffering thread, but has not completed it's buffering lambda,
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// then we need to exit early, since we don't want to have the transfer job leave scope while it's
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// being used in another thread -- See https://highfidelity.fogbugz.com/f/cases/4626
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if (_currentTransferJob && !_currentTransferJob->bufferingCompleted()) {
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return false;
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}
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#endif
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void GLVariableAllocationSupport::executeNextTransfer(const TexturePointer& currentTexture) {
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if (_populatedMip <= _allocatedMip) {
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#if THREADED_TEXTURE_BUFFERING
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_currentTransferJob.reset();
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_currentTransferTexture.reset();
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#endif
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return true;
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}
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// If the transfer queue is empty, rebuild it
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if (_pendingTransfers.empty()) {
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populateTransferQueue();
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}
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bool result = false;
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if (!_pendingTransfers.empty()) {
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#if THREADED_TEXTURE_BUFFERING
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// If there is a current transfer, but it's not the top of the pending transfer queue, then it's an orphan, so we want to abandon it.
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if (_currentTransferJob && _currentTransferJob != _pendingTransfers.front()) {
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_currentTransferJob.reset();
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}
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if (!_currentTransferJob) {
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// Keeping hold of a strong pointer to the transfer job ensures that if the pending transfer queue is rebuilt, the transfer job
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// doesn't leave scope, causing a crash in the buffering thread
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_currentTransferJob = _pendingTransfers.front();
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// Keeping hold of a strong pointer during the transfer ensures that the transfer thread cannot try to access a destroyed texture
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_currentTransferTexture = currentTexture;
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}
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// transfer jobs use asynchronous buffering of the texture data because it may involve disk IO, so we execute a try here to determine if the buffering
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// is complete
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if (_currentTransferJob->tryTransfer()) {
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_pendingTransfers.pop();
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// Once a given job is finished, release the shared pointers keeping them alive
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_currentTransferTexture.reset();
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_currentTransferJob.reset();
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result = true;
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}
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#else
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if (_pendingTransfers.front()->tryTransfer()) {
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_pendingTransfers.pop();
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result = true;
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}
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#endif
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}
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return result;
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}
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#if THREADED_TEXTURE_BUFFERING
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void GLVariableAllocationSupport::executeNextBuffer(const TexturePointer& currentTexture) {
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if (_currentTransferJob && !_currentTransferJob->bufferingCompleted()) {
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return;
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}
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// If the transfer queue is empty, rebuild it
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if (_pendingTransfers.empty()) {
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populateTransferQueue();
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}
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if (!_pendingTransfers.empty()) {
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// Keeping hold of a strong pointer during the transfer ensures that the transfer thread cannot try to access a destroyed texture
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_currentTransferTexture = currentTexture;
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// Keeping hold of a strong pointer to the transfer job ensures that if the pending transfer queue is rebuilt, the transfer job
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// doesn't leave scope, causing a crash in the buffering thread
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_currentTransferJob = _pendingTransfers.front();
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// transfer jobs use asynchronous buffering of the texture data because it may involve disk IO, so we execute a try here to determine if the buffering
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// is complete
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if (_currentTransferJob->tryTransfer()) {
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_pendingTransfers.pop();
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_currentTransferTexture.reset();
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_currentTransferJob.reset();
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if (!_currentTransferJob) {
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_currentTransferJob = _pendingTransfers.front();
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_currentTransferTexture = currentTexture;
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}
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_currentTransferJob->startBuffering();
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}
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}
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#endif
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@ -8,6 +8,9 @@
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#ifndef hifi_gpu_gl_GLTexture_h
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#define hifi_gpu_gl_GLTexture_h
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#include <QtCore/QThreadPool>
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#include <QtConcurrent>
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#include "GLShared.h"
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#include "GLBackend.h"
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#include "GLTexelFormat.h"
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@ -47,24 +50,19 @@ public:
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class TransferJob {
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using VoidLambda = std::function<void()>;
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using VoidLambdaQueue = std::queue<VoidLambda>;
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using ThreadPointer = std::shared_ptr<std::thread>;
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const GLTexture& _parent;
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Texture::PixelsPointer _mipData;
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size_t _transferOffset { 0 };
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size_t _transferSize { 0 };
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|
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// Indicates if a transfer from backing storage to interal storage has started
|
||||
bool _bufferingStarted { false };
|
||||
bool _bufferingCompleted { false };
|
||||
bool _bufferingRequired { true };
|
||||
VoidLambda _transferLambda;
|
||||
VoidLambda _bufferingLambda;
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
static Mutex _mutex;
|
||||
static VoidLambdaQueue _bufferLambdaQueue;
|
||||
static ThreadPointer _bufferThread;
|
||||
static std::atomic<bool> _shutdownBufferingThread;
|
||||
static void bufferLoop();
|
||||
// Indicates if a transfer from backing storage to interal storage has started
|
||||
QFuture<void> _bufferingStatus;
|
||||
static QThreadPool* _bufferThreadPool;
|
||||
#endif
|
||||
|
||||
public:
|
||||
|
@ -75,14 +73,13 @@ public:
|
|||
bool tryTransfer();
|
||||
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
static void startTransferLoop();
|
||||
static void stopTransferLoop();
|
||||
void startBuffering();
|
||||
bool bufferingRequired() const;
|
||||
bool bufferingCompleted() const;
|
||||
static void startBufferingThread();
|
||||
#endif
|
||||
|
||||
private:
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
void startBuffering();
|
||||
#endif
|
||||
void transfer();
|
||||
};
|
||||
|
||||
|
@ -100,8 +97,10 @@ protected:
|
|||
static WorkQueue _transferQueue;
|
||||
static WorkQueue _promoteQueue;
|
||||
static WorkQueue _demoteQueue;
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
static TexturePointer _currentTransferTexture;
|
||||
static TransferJobPointer _currentTransferJob;
|
||||
#endif
|
||||
static const uvec3 INITIAL_MIP_TRANSFER_DIMENSIONS;
|
||||
static const uvec3 MAX_TRANSFER_DIMENSIONS;
|
||||
static const size_t MAX_TRANSFER_SIZE;
|
||||
|
@ -109,6 +108,8 @@ protected:
|
|||
|
||||
static void updateMemoryPressure();
|
||||
static void processWorkQueues();
|
||||
static void processWorkQueue(WorkQueue& workQueue);
|
||||
static TexturePointer getNextWorkQueueItem(WorkQueue& workQueue);
|
||||
static void addToWorkQueue(const TexturePointer& texture);
|
||||
static WorkQueue& getActiveWorkQueue();
|
||||
|
||||
|
@ -118,7 +119,10 @@ protected:
|
|||
bool canPromote() const { return _allocatedMip > _minAllocatedMip; }
|
||||
bool canDemote() const { return _allocatedMip < _maxAllocatedMip; }
|
||||
bool hasPendingTransfers() const { return _populatedMip > _allocatedMip; }
|
||||
void executeNextTransfer(const TexturePointer& currentTexture);
|
||||
#if THREADED_TEXTURE_BUFFERING
|
||||
void executeNextBuffer(const TexturePointer& currentTexture);
|
||||
#endif
|
||||
bool executeNextTransfer(const TexturePointer& currentTexture);
|
||||
virtual void populateTransferQueue() = 0;
|
||||
virtual void promote() = 0;
|
||||
virtual void demote() = 0;
|
||||
|
|
|
@ -17,7 +17,6 @@
|
|||
#include <thread>
|
||||
|
||||
#define INCREMENTAL_TRANSFER 0
|
||||
#define THREADED_TEXTURE_BUFFERING 1
|
||||
#define GPU_SSBO_TRANSFORM_OBJECT 1
|
||||
|
||||
namespace gpu { namespace gl45 {
|
||||
|
|
Loading…
Reference in a new issue