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  • Hash : c80c7ae3
    Author : Cody Northrop
    Date : 2022-02-24T10:43:15

    Capture/Replay: Merge Deletes in Reset
    
    Before this CL, when regenning resources, we would iterate through
    each resource ID and issue a delete followed by a gen. The delete
    is required to get resources back to their original state, often
    caused by applications recreating them during the run.
    
    This ran into problems when our resource maps had stale data in them,
    i.e. a texture that had been deleted by the app but remained in our
    gTextureMap. We could inadvertently delete a resource we had just
    genned.
    
    For example, in ResetReplay(), say we have two textures to delete:
    
        // gTextureMap[1] start with 5
        const GLuint glDeleteTextures_texturesPacked_1[] =
            { gTextureMap[1] };
        glDeleteTextures(1, glDeleteTextures_texturesPacked_1);
        // We just deleted texture 5, now create a new one
        glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer));
        // The driver returned 15, which was unused at this time
        UpdateTextureID(1, 0);
        // gTextureMap[1] now contains 15
        ...
        // gTextureMap[2] happens to start with 15, which was in use in
        // the trace, but was deleted and is no longer in use. The
        // deleted value is not cleared from gTextureMap (which is
        // another possible way to solve this).
        const GLuint glDeleteTextures_texturesPacked_2[] =
            { gTextureMap[2] };
        glDeleteTextures(1, glDeleteTextures_texturesPacked_2);
        // Whoops! We just deleted our brand new texture 15, even though
        // it no longer maps to the original texture.
        glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer));
        UpdateTextureID(2, 0);
        // Now gTextureMap[2] contains whatever came back from the driver
        ...
        // The first use of gTextureMap[1] will fail on loop because
        // texture 15 no longer exists!
    
    To avoid this problem we delete all resources up front before
    genning any new ones.
    
      const GLuint deleteTextures[] = {gTextureMap[1], gTextureMap[2]};
      glDeleteTextures(2, deleteTextures);
      // Now we no longer have any deletes in the create sequence
      glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer));
      UpdateTextureID(1, 0);
      glGenTextures(1, reinterpret_cast<GLuint *>(gReadBuffer));
      UpdateTextureID(2, 0);
    
    This is applied to all the resources we regen right now.
    
    This CL:
    * Merges the deletion of new resources (that didn't exist when the
      trace starts) with resources that are being regenned. That means
      there is just one big delete.
    * Removes Delete from the call sequences we track for each resource
      since we no longer need to keep them around.
    * Adds a formatting helper to avoid code duplication.
    
    Test: Blade&Soul Revolution MEC (UE4)
    Bug: angleproject:4599
    Bug: angleproject:7053
    Change-Id: Ida3b7e1ad5d94c5e9860447d5cf959278f37ad47
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3492849
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
    Commit-Queue: Cody Northrop <cnorthrop@google.com>
    

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