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IDeviceContextGL: added PurgeCaches parameter to UpdateCurrentGLConte…
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…xt method
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TheMostDiligent committed Oct 11, 2024
1 parent 4f78d44 commit 4fc2a9d
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Showing 5 changed files with 39 additions and 16 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -293,7 +293,7 @@ class DeviceContextGLImpl final : public DeviceContextBase<EngineGLImplTraits>
virtual void DILIGENT_CALL_TYPE BindSparseResourceMemory(const BindSparseResourceMemoryAttribs& Attribs) override final;

/// Implementation of IDeviceContextGL::UpdateCurrentGLContext().
virtual bool DILIGENT_CALL_TYPE UpdateCurrentGLContext() override final;
virtual bool DILIGENT_CALL_TYPE UpdateCurrentGLContext(bool PurgeCaches) override final;

GLContextState& GetContextState() { return m_ContextState; }

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2 changes: 2 additions & 0 deletions Graphics/GraphicsEngineOpenGL/include/RenderDeviceGLImpl.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -197,6 +197,8 @@ class RenderDeviceGLImpl : public RenderDeviceBase<EngineGLImplTraits>
void OnDestroyPSO(PipelineStateGLImpl& PSO);
void OnDestroyBuffer(BufferGLImpl& Buffer);

void PurgeContextCaches(GLContext::NativeGLContextType Context);

GLProgramCache& GetProgramCache() { return m_ProgramCache; }

size_t GetCommandQueueCount() const { return 1; }
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18 changes: 12 additions & 6 deletions Graphics/GraphicsEngineOpenGL/interface/DeviceContextGL.h
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@@ -1,5 +1,5 @@
/*
* Copyright 2019-2023 Diligent Graphics LLC
* Copyright 2019-2024 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
Expand Down Expand Up @@ -56,10 +56,16 @@ DILIGENT_BEGIN_INTERFACE(IDeviceContextGL, IDeviceContext)

/// If an application uses multiple GL contexts, this method must be called before any
/// other command to let the engine update active context every time when control flow
/// is passed over from the main application
/// is passed over from the main application.
///
/// \return false if there is no active GL context, and true otherwise
VIRTUAL bool METHOD(UpdateCurrentGLContext)(THIS) PURE;
/// \param[in] PurgeCaches - Whether to purge context caches (e.g. VAO, FBO) before
/// updating the active context. An application should set this
/// flag to true if the last active context will not be used anymore
/// (e.g. it was destroyed) to avoid memory leaks.
///
/// \return false if there is no active GL context, and true otherwise.
VIRTUAL bool METHOD(UpdateCurrentGLContext)(THIS_
bool PurgeCaches DEFAULT_INITIALIZER(false)) PURE;

/// Sets the swap in the device context. The swap chain is used by the device context
/// to obtain the default FBO handle.
Expand All @@ -74,8 +80,8 @@ DILIGENT_END_INTERFACE

// clang-format off

# define IDeviceContextGL_UpdateCurrentGLContext(This) CALL_IFACE_METHOD(DeviceContextGL, UpdateCurrentGLContext, This)
# define IDeviceContextGL_SetSwapChain(This, ...) CALL_IFACE_METHOD(DeviceContextGL, SetSwapChain, This, __VA_ARGS__)
# define IDeviceContextGL_UpdateCurrentGLContext(This, ...) CALL_IFACE_METHOD(DeviceContextGL, UpdateCurrentGLContext, This, __VA_ARGS__)
# define IDeviceContextGL_SetSwapChain(This, ...) CALL_IFACE_METHOD(DeviceContextGL, SetSwapChain, This, __VA_ARGS__)

// clang-format on

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20 changes: 11 additions & 9 deletions Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp
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Expand Up @@ -408,9 +408,8 @@ void DeviceContextGLImpl::CommitRenderTargets()
"Depth buffer of the default framebuffer can only be bound with the default framebuffer's color buffer "
"and cannot be combined with any other render target in OpenGL backend.");

auto CurrentNativeGLContext = m_ContextState.GetCurrentGLContext();
auto& FBOCache = m_pDevice->GetFBOCache(CurrentNativeGLContext);
const auto& FBO = FBOCache.GetFBO(NumRenderTargets, pBoundRTVs, m_pBoundDepthStencil, m_ContextState);
auto& FBOCache = m_pDevice->GetFBOCache(m_ContextState.GetCurrentGLContext());
const auto& FBO = FBOCache.GetFBO(NumRenderTargets, pBoundRTVs, m_pBoundDepthStencil, m_ContextState);
// Even though the write mask only applies to writes to a framebuffer, the mask state is NOT
// Framebuffer state. So it is NOT part of a Framebuffer Object or the Default Framebuffer.
// Binding a new framebuffer will NOT affect the mask.
Expand Down Expand Up @@ -771,11 +770,10 @@ void DeviceContextGLImpl::PrepareForDraw(DRAW_FLAGS Flags, bool IsIndexed, GLenu
DvpValidateCommittedShaderResources();
#endif

const auto CurrNativeGLContext = m_pDevice->m_GLContext.GetCurrentNativeGLContext();
const auto& PipelineDesc = m_pPipelineState->GetGraphicsPipelineDesc();
const auto& PipelineDesc = m_pPipelineState->GetGraphicsPipelineDesc();
if (!m_ContextState.IsValidVAOBound())
{
auto& VaoCache = m_pDevice->GetVAOCache(CurrNativeGLContext);
auto& VaoCache = m_pDevice->GetVAOCache(m_ContextState.GetCurrentGLContext());
auto* pIndexBuffer = IsIndexed ? m_pIndexBuffer.RawPtr() : nullptr;
if (PipelineDesc.InputLayout.NumElements > 0 || pIndexBuffer != nullptr)
{
Expand Down Expand Up @@ -1655,8 +1653,13 @@ void DeviceContextGLImpl::EndQuery(IQuery* pQuery)
}
}

bool DeviceContextGLImpl::UpdateCurrentGLContext()
bool DeviceContextGLImpl::UpdateCurrentGLContext(bool PurgeCaches)
{
if (PurgeCaches)
{
m_pDevice->PurgeContextCaches(m_ContextState.GetCurrentGLContext());
}

auto NativeGLContext = m_pDevice->m_GLContext.GetCurrentNativeGLContext();
if (NativeGLContext == NULL)
return false;
Expand Down Expand Up @@ -1905,8 +1908,7 @@ void DeviceContextGLImpl::ResolveTextureSubresource(ITexture*
const auto& SrcTexDesc = pSrcTexGl->GetDesc();
//const auto& DstTexDesc = pDstTexGl->GetDesc();

auto CurrentNativeGLContext = m_ContextState.GetCurrentGLContext();
auto& FBOCache = m_pDevice->GetFBOCache(CurrentNativeGLContext);
auto& FBOCache = m_pDevice->GetFBOCache(m_ContextState.GetCurrentGLContext());

GLuint SrcFBOHandle = 0;
{
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13 changes: 13 additions & 0 deletions Graphics/GraphicsEngineOpenGL/src/RenderDeviceGLImpl.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1682,6 +1682,19 @@ void RenderDeviceGLImpl::OnDestroyBuffer(BufferGLImpl& Buffer)
VAOCacheIt.second.OnDestroyBuffer(Buffer);
}


void RenderDeviceGLImpl::PurgeContextCaches(GLContext::NativeGLContextType Context)
{
{
Threading::SpinLockGuard FBOCacheGuard{m_FBOCacheLock};
m_FBOCache.erase(Context);
}
{
Threading::SpinLockGuard VAOCacheGuard{m_VAOCacheLock};
m_VAOCache.erase(Context);
}
}

void RenderDeviceGLImpl::IdleGPU()
{
glFinish();
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