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Merge pull request #11447 from hrydgard/android-gl-shutdown-fixes

Avoid calling any GL calls during shutdown on Android. Should help #11063
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unknownbrackets committed Oct 6, 2018
2 parents 9e165ed + f77975d commit 8a74e6f7b29ddf09b4310b4c06fedb12687ca98f
@@ -23,6 +23,7 @@ class AndroidGraphicsContext : public GraphicsContext {
// Android (EGL, Vulkan) we do have all this info on the render thread.
virtual bool InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) = 0;
virtual bool Initialized() = 0;
virtual void BeginAndroidShutdown() {}
private:
using GraphicsContext::InitFromRenderThread;
@@ -41,6 +41,10 @@ class AndroidJavaEGLGraphicsContext : public AndroidGraphicsContext {
return renderManager_->ThreadFrame();
}
void BeginAndroidShutdown() override {
renderManager_->SetSkipGLCalls();
}
void ThreadEnd() override {
renderManager_->ThreadEnd();
}
@@ -528,13 +528,18 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_shutdown(JNIEnv *, jclass) {
if (renderer_inited && useCPUThread && graphicsContext) {
// Only used in Java EGL path.
EmuThreadStop();
graphicsContext->BeginAndroidShutdown();
// Skipping GL calls, the old context is gone.
while (graphicsContext->ThreadFrame()) {
ILOG("graphicsContext->ThreadFrame executed to clear buffers");
continue;
}
ILOG("Joining emuthread");
EmuThreadJoin();
graphicsContext->ThreadEnd();
graphicsContext->ShutdownFromRenderThread();
ILOG("Graphics context now shut down from NativeApp_shutdown");
}
ILOG("NativeApp.shutdown() -- begin");
@@ -565,6 +570,8 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayInit(JNIEnv * env,
ILOG("NativeApp.displayInit() restoring");
if (useCPUThread) {
EmuThreadStop();
graphicsContext->BeginAndroidShutdown();
// Skipping GL calls here because the old context is lost.
while (graphicsContext->ThreadFrame()) {
continue;
}
@@ -90,7 +90,45 @@ static std::string GetInfoLog(GLuint name, Getiv getiv, GetLog getLog) {
return infoLog;
}
void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps, bool skipGLCalls) {
if (skipGLCalls) {
// Some bookkeeping still needs to be done.
for (size_t i = 0; i < steps.size(); i++) {
const GLRInitStep &step = steps[i];
switch (step.stepType) {
case GLRInitStepType::BUFFER_SUBDATA:
{
if (step.buffer_subdata.deleteData)
delete[] step.buffer_subdata.data;
break;
}
case GLRInitStepType::TEXTURE_IMAGE:
{
GLRTexture *tex = step.texture_image.texture;
if (step.texture_image.allocType == GLRAllocType::ALIGNED) {
FreeAlignedMemory(step.texture_image.data);
} else if (step.texture_image.allocType == GLRAllocType::NEW) {
delete[] step.texture_image.data;
}
break;
}
case GLRInitStepType::CREATE_PROGRAM:
{
WARN_LOG(G3D, "CREATE_PROGRAM found with skipGLCalls, not good");
break;
}
case GLRInitStepType::CREATE_SHADER:
{
WARN_LOG(G3D, "CREATE_SHADER found with skipGLCalls, not good");
break;
}
default:
break;
}
}
return;
}
CHECK_GL_ERROR_IF_DEBUG();
glActiveTexture(GL_TEXTURE0);
GLuint boundTexture = (GLuint)-1;
@@ -111,16 +149,16 @@ void GLQueueRunner::RunInitSteps(const std::vector<GLRInitStep> &steps) {
case GLRInitStepType::CREATE_BUFFER:
{
GLRBuffer *buffer = step.create_buffer.buffer;
glGenBuffers(1, &buffer->buffer);
glBindBuffer(buffer->target_, buffer->buffer);
glGenBuffers(1, &buffer->buffer_);
glBindBuffer(buffer->target_, buffer->buffer_);
glBufferData(buffer->target_, step.create_buffer.size, nullptr, step.create_buffer.usage);
CHECK_GL_ERROR_IF_DEBUG();
break;
}
case GLRInitStepType::BUFFER_SUBDATA:
{
GLRBuffer *buffer = step.buffer_subdata.buffer;
glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer_);
glBufferSubData(GL_ARRAY_BUFFER, step.buffer_subdata.offset, step.buffer_subdata.size, step.buffer_subdata.data);
if (step.buffer_subdata.deleteData)
delete[] step.buffer_subdata.data;
@@ -445,7 +483,21 @@ void GLQueueRunner::InitCreateFramebuffer(const GLRInitStep &step) {
currentReadHandle_ = fbo->handle;
}
void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps) {
void GLQueueRunner::RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCalls) {
if (skipGLCalls) {
// Dry run
for (size_t i = 0; i < steps.size(); i++) {
const GLRStep &step = *steps[i];
switch (step.stepType) {
case GLRStepType::RENDER:
// TODO: With #11425 there'll be a case where we should really free spline data here.
break;
}
delete steps[i];
}
return;
}
CHECK_GL_ERROR_IF_DEBUG();
for (size_t i = 0; i < steps.size(); i++) {
const GLRStep &step = *steps[i];
@@ -836,7 +888,7 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step) {
{
// TODO: Add fast path for glBindVertexBuffer
GLRInputLayout *layout = c.bindVertexBuffer.inputLayout;
GLuint buf = c.bindVertexBuffer.buffer ? c.bindVertexBuffer.buffer->buffer : 0;
GLuint buf = c.bindVertexBuffer.buffer ? c.bindVertexBuffer.buffer->buffer_ : 0;
assert(!c.bindVertexBuffer.buffer->Mapped());
if (buf != curArrayBuffer) {
glBindBuffer(GL_ARRAY_BUFFER, buf);
@@ -865,14 +917,14 @@ void GLQueueRunner::PerformRenderPass(const GLRStep &step) {
if (c.bind_buffer.target == GL_ARRAY_BUFFER) {
Crash();
} else if (c.bind_buffer.target == GL_ELEMENT_ARRAY_BUFFER) {
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer : 0;
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer_ : 0;
assert(!c.bind_buffer.buffer->Mapped());
if (buf != curElemArrayBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf);
curElemArrayBuffer = buf;
}
} else {
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer : 0;
GLuint buf = c.bind_buffer.buffer ? c.bind_buffer.buffer->buffer_ : 0;
assert(!c.bind_buffer.buffer->Mapped());
glBindBuffer(c.bind_buffer.target, buf);
}
@@ -1352,6 +1404,9 @@ void GLQueueRunner::fbo_unbind() {
}
GLRFramebuffer::~GLRFramebuffer() {
if (handle == 0 && z_stencil_buffer == 0 && z_buffer == 0 && stencil_buffer == 0)
return;
CHECK_GL_ERROR_IF_DEBUG();
if (gl_extensions.ARB_framebuffer_object || gl_extensions.IsGLES) {
if (handle) {
@@ -322,9 +322,9 @@ class GLQueueRunner {
public:
GLQueueRunner() {}
void RunInitSteps(const std::vector<GLRInitStep> &steps);
void RunInitSteps(const std::vector<GLRInitStep> &steps, bool skipGLCalls);
void RunSteps(const std::vector<GLRStep *> &steps);
void RunSteps(const std::vector<GLRStep *> &steps, bool skipGLCalls);
void LogSteps(const std::vector<GLRStep *> &steps);
void CreateDeviceObjects();
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