Changed the implementation of the texture objects and display list to delete
caches so that they use a std::vector<> swap on the internal data structures when ready to delete to minimize the amount of time that a race condition condition can happen.
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@@ -23,6 +23,44 @@ using namespace osg;
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#define GL_TEXTURE_WRAP_R 0x8072
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#endif
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// static cache of deleted display lists which can only
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// by completely deleted once the appropriate OpenGL context
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// is set.
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typedef std::vector<GLuint> TextureObjectVector;
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typedef std::map<osg::uint,TextureObjectVector> DeletedTextureObjectCache;
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static DeletedTextureObjectCache s_deletedTextureObjectCache;
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void Texture::deleteTextureObject(uint contextID,GLuint handle)
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{
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if (handle!=0)
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{
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// insert the handle into the cache for the appropriate context.
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s_deletedTextureObjectCache[contextID].push_back(handle);
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}
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}
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void Texture::flushDeletedTextureObjects(uint contextID)
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{
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DeletedTextureObjectCache::iterator citr = s_deletedTextureObjectCache.find(contextID);
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if (citr!=s_deletedTextureObjectCache.end())
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{
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TextureObjectVector textureObjectSet;
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// this swap will transfer the content of and empty citr->second
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// in one quick pointer change.
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textureObjectSet.swap(citr->second);
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for(TextureObjectVector::iterator titr=textureObjectSet.begin();
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titr!=textureObjectSet.end();
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++titr)
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{
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glDeleteTextures( 1L, &(*titr ));
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}
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}
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}
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Texture::Texture():
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_wrap_s(CLAMP),
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_wrap_t(CLAMP),
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@@ -450,38 +488,6 @@ void Texture::applyTexImage2D(GLenum target, Image* image, State& state, GLsizei
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#include <map>
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#include <set>
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// static cache of deleted display lists which can only
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// by completely deleted once the appropriate OpenGL context
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// is set.
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typedef std::map<osg::uint,std::set<GLuint> > DeletedTextureObjectCache;
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static DeletedTextureObjectCache s_deletedTextureObjectCache;
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void Texture::deleteTextureObject(uint contextID,GLuint handle)
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{
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if (handle!=0)
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{
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// insert the handle into the cache for the appropriate context.
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s_deletedTextureObjectCache[contextID].insert(handle);
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}
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}
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void Texture::flushDeletedTextureObjects(uint contextID)
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{
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DeletedTextureObjectCache::iterator citr = s_deletedTextureObjectCache.find(contextID);
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if (citr!=s_deletedTextureObjectCache.end())
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{
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std::set<GLuint>& textureObjectSet = citr->second;
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for(std::set<GLuint>::iterator titr=textureObjectSet.begin();
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titr!=textureObjectSet.end();
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++titr)
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{
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glDeleteTextures( 1L, &(*titr ));
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}
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s_deletedTextureObjectCache.erase(citr);
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}
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}
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void Texture::compile(State& state) const
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{
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