mirror of
https://github.com/lubosz/overte.git
synced 2025-04-08 20:22:34 +02:00
Prevent deadlock crashes when building shaders at startup
This commit is contained in:
parent
4bb329696a
commit
f6fbac25b0
1 changed files with 28 additions and 25 deletions
|
@ -307,8 +307,12 @@ static QTimer locationUpdateTimer;
|
|||
static QTimer identityPacketTimer;
|
||||
static QTimer pingTimer;
|
||||
|
||||
static const QString DISABLE_WATCHDOG_FLAG("HIFI_DISABLE_WATCHDOG");
|
||||
static bool DISABLE_WATCHDOG = QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
|
||||
#if defined(Q_OS_ANDROID)
|
||||
static bool DISABLE_WATCHDOG = true;
|
||||
#else
|
||||
static const QString DISABLE_WATCHDOG_FLAG{ "HIFI_DISABLE_WATCHDOG" };
|
||||
static bool DISABLE_WATCHDOG = nsightActive() || QProcessEnvironment::systemEnvironment().contains(DISABLE_WATCHDOG_FLAG);
|
||||
#endif
|
||||
|
||||
|
||||
static const int MAX_CONCURRENT_RESOURCE_DOWNLOADS = 16;
|
||||
|
@ -398,20 +402,26 @@ public:
|
|||
*crashTrigger = 0xDEAD10CC;
|
||||
}
|
||||
|
||||
static void withPause(const std::function<void()>& lambda) {
|
||||
pause();
|
||||
lambda();
|
||||
resume();
|
||||
}
|
||||
static void pause() {
|
||||
_paused = true;
|
||||
}
|
||||
|
||||
static void resume() {
|
||||
_paused = false;
|
||||
// Update the heartbeat BEFORE resuming the checks
|
||||
updateHeartbeat();
|
||||
_paused = false;
|
||||
}
|
||||
|
||||
void run() override {
|
||||
while (!_quit) {
|
||||
QThread::sleep(HEARTBEAT_UPDATE_INTERVAL_SECS);
|
||||
// Don't do heartbeat detection under nsight
|
||||
if (nsightActive() || _paused) {
|
||||
if (_paused) {
|
||||
continue;
|
||||
}
|
||||
uint64_t lastHeartbeat = _heartbeat; // sample atomic _heartbeat, because we could context switch away and have it updated on us
|
||||
|
@ -1103,9 +1113,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
|
|||
// Make sure we don't time out during slow operations at startup
|
||||
updateHeartbeat();
|
||||
|
||||
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
|
||||
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
|
||||
|
||||
// sessionRunTime will be reset soon by loadSettings. Grab it now to get previous session value.
|
||||
// The value will be 0 if the user blew away settings this session, which is both a feature and a bug.
|
||||
static const QString TESTER = "HIFI_TESTER";
|
||||
|
@ -2220,25 +2227,21 @@ void Application::initializeGL() {
|
|||
initDisplay();
|
||||
qCDebug(interfaceapp, "Initialized Display.");
|
||||
|
||||
#ifdef Q_OS_OSX
|
||||
// FIXME: on mac os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
|
||||
DeadlockWatchdogThread::pause();
|
||||
#endif
|
||||
// FIXME: on low end systems os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
|
||||
DeadlockWatchdogThread::withPause([&] {
|
||||
// Set up the render engine
|
||||
render::CullFunctor cullFunctor = LODManager::shouldRender;
|
||||
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
|
||||
bool isDeferred = !QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD);
|
||||
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
|
||||
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor);
|
||||
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, isDeferred);
|
||||
_renderEngine->load();
|
||||
_renderEngine->registerScene(_main3DScene);
|
||||
|
||||
// Set up the render engine
|
||||
render::CullFunctor cullFunctor = LODManager::shouldRender;
|
||||
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
|
||||
bool isDeferred = !QProcessEnvironment::systemEnvironment().contains(RENDER_FORWARD);
|
||||
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
|
||||
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor);
|
||||
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, isDeferred);
|
||||
|
||||
#ifdef Q_OS_OSX
|
||||
DeadlockWatchdogThread::resume();
|
||||
#endif
|
||||
|
||||
_renderEngine->load();
|
||||
_renderEngine->registerScene(_main3DScene);
|
||||
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
|
||||
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
|
||||
});
|
||||
|
||||
_offscreenContext = new OffscreenGLCanvas();
|
||||
_offscreenContext->setObjectName("MainThreadContext");
|
||||
|
|
Loading…
Reference in a new issue