gl_deletebuffers 不在单独的线程中工作
gl_deletebuffers not working in a separate thread
在我的渲染应用程序中,如果我 运行 主循环中的渲染函数比一切正常,但如果我将渲染函数带到另一个线程,那么对象的析构函数将无法释放缓冲区.
当任何对象被销毁时
调用了对象的析构函数,但似乎 gl_deletebuffers 无法释放缓冲区。
我是怎么得出这个结论的
1) 当我在主循环中 运行 everthing 并且如果我创建一个对象并且该对象的 VAO 编号为 1
2) 对象销毁后下一个对象VAO也被赋值1.
////////////////////////////////////////// //////////////////////////////////////////////// ////////////
1) 但是当渲染部分进入一个单独的线程时,VAO 数字会随着每个对象不断增加
2) 系统 Ram 内存也在不断增加,当我关闭应用程序时,只有内存被释放。
3) 当我删除一个对象时肯定会调用对象的析构函数,但似乎析构函数无法释放缓冲区。
//#define GLEW_STATIC
#include <gl\glew.h>
#include <glfw3.h>
#include "TreeModel.h"
#include "ui_WavefrontRenderer.h"
#include <QtWidgets/QApplication>
#include <QMessageBox>
#include <thread>
#define FPS_WANTED 60
const double limitFPS = 1.0 / 50.0;
Container cont;
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
GLFWwindow* window = nullptr;
void RenderThread(WavefrontRenderer* w)
{
glfwMakeContextCurrent(window);
GLenum GlewInitResult;
glewExperimental = GL_TRUE;
GlewInitResult = glewInit();
if (GLEW_OK != GlewInitResult) // Check if glew is initialized properly
{
QMessageBox msgBox;
msgBox.setText("Not able to Initialize Glew");
msgBox.exec();
glfwTerminate();
}
if (window == NULL)
{
QMessageBox msgBox;
msgBox.setText("Not able to create GL Window");
msgBox.exec();
glfwTerminate();
//return -1;
}
w->InitData();
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// - Measure time
glClearColor(0.3, 0.3, 0.3, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
w->render(); // DO the Rendering
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
std::terminate();
}
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
cont.SetName("RootItem");
TreeModel* model = new TreeModel("RootElement", &cont);
WavefrontRenderer w(model);
w.show();
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_SAMPLES, 4);
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Renderer", nullptr, nullptr); // Create the render
window
glfwMakeContextCurrent(0);
std::thread renderThread(RenderThread, &w);
renderThread.detach();
return a.exec();
return 0;
}
Class 对象的定义
渲染函数w->render()调用对象的draw()函数
Base class 有一个虚拟析构函数。
#include "Triangle.h"
#include "qdebug.h"
#include "qmessagebox.h"
float verticesTriangle[] = {
-50.0f, -50.0f, 0.0f, 0.0f , 0.0f,1.0f ,0.0f, 0.0f,
50.0f, -50.0f, 0.0f, 0.0f , 0.0f,1.0f ,1.0f, 0.0f,
0.0f, 50.0f, 0.0f, 0.0f, 0.0f,1.0f ,0.5f, 1.0f
};
Triangle::Triangle() : Geometry("TRIANGLE", true)
{
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = 0;
this->isChanged = true;
}
Triangle::Triangle(const Triangle& triangle) : Geometry( triangle )
{
CleanUp();
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = triangle.iNumsToDraw;
this->isChanged = true;
this->shader = ResourceManager::GetShader("BasicShader");
iEntries = 3;
}
Triangle& Triangle::operator=(const Triangle& triangle)
{
CleanUp();
Geometry::operator=(triangle);
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = triangle.iNumsToDraw;
this->isChanged = true;
this->shader = ResourceManager::GetShader("BasicShader");
return (*this);
}
void Triangle::init()
{
glGenVertexArrays(1, &m_VAO);
glGenBuffers(1, &m_VBO);
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesTriangle), verticesTriangle, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
isInited = true;
}
void Triangle::CleanUp()
{
if (!this->isInited)
{
return;
}
if (this->m_VAO)
glDeleteVertexArrays(1, &this->m_VAO);
if (this->m_VBO)
glDeleteBuffers(1, &this->m_VBO);
this->isInited = false;
}
void Triangle::draw()
{
if (isChanged)
{
init();
isChanged = false;
}
this->shader.Use();
glBindVertexArray(m_VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
Triangle::~Triangle()
{
if (this->m_VAO)
glDeleteVertexArrays(1, &this->m_VAO);
if (this->m_VBO)
glDeleteBuffers(1, &this->m_VBO);
this->isInited = false;
}
OpenGL 上下文是线程本地状态:
在任何给定时间,每个线程只有一个或没有活动的 OpenGL 上下文。
在任何给定时间,每个 OpenGL 上下文都必须在没有线程或只有一个线程中处于活动状态。
OpenGL 上下文不会在线程之间自动迁移。
即如果您没有在当前处于活动状态的线程上明确取消相关 OpenGL 上下文的当前状态,并随后在您正在调用 glDeleteBuffers
的线程上使其处于活动状态,则对该线程的调用将无效;至少在您预期它会产生影响的上下文中。
在我的渲染应用程序中,如果我 运行 主循环中的渲染函数比一切正常,但如果我将渲染函数带到另一个线程,那么对象的析构函数将无法释放缓冲区.
当任何对象被销毁时
调用了对象的析构函数,但似乎 gl_deletebuffers 无法释放缓冲区。
我是怎么得出这个结论的
1) 当我在主循环中 运行 everthing 并且如果我创建一个对象并且该对象的 VAO 编号为 1
2) 对象销毁后下一个对象VAO也被赋值1.
////////////////////////////////////////// //////////////////////////////////////////////// ////////////
1) 但是当渲染部分进入一个单独的线程时,VAO 数字会随着每个对象不断增加
2) 系统 Ram 内存也在不断增加,当我关闭应用程序时,只有内存被释放。
3) 当我删除一个对象时肯定会调用对象的析构函数,但似乎析构函数无法释放缓冲区。
//#define GLEW_STATIC
#include <gl\glew.h>
#include <glfw3.h>
#include "TreeModel.h"
#include "ui_WavefrontRenderer.h"
#include <QtWidgets/QApplication>
#include <QMessageBox>
#include <thread>
#define FPS_WANTED 60
const double limitFPS = 1.0 / 50.0;
Container cont;
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
GLFWwindow* window = nullptr;
void RenderThread(WavefrontRenderer* w)
{
glfwMakeContextCurrent(window);
GLenum GlewInitResult;
glewExperimental = GL_TRUE;
GlewInitResult = glewInit();
if (GLEW_OK != GlewInitResult) // Check if glew is initialized properly
{
QMessageBox msgBox;
msgBox.setText("Not able to Initialize Glew");
msgBox.exec();
glfwTerminate();
}
if (window == NULL)
{
QMessageBox msgBox;
msgBox.setText("Not able to create GL Window");
msgBox.exec();
glfwTerminate();
//return -1;
}
w->InitData();
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
while (!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// - Measure time
glClearColor(0.3, 0.3, 0.3, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
w->render(); // DO the Rendering
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
std::terminate();
}
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
cont.SetName("RootItem");
TreeModel* model = new TreeModel("RootElement", &cont);
WavefrontRenderer w(model);
w.show();
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
glfwWindowHint(GLFW_SAMPLES, 4);
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Renderer", nullptr, nullptr); // Create the render
window
glfwMakeContextCurrent(0);
std::thread renderThread(RenderThread, &w);
renderThread.detach();
return a.exec();
return 0;
}
Class 对象的定义
渲染函数w->render()调用对象的draw()函数
Base class 有一个虚拟析构函数。
#include "Triangle.h"
#include "qdebug.h"
#include "qmessagebox.h"
float verticesTriangle[] = {
-50.0f, -50.0f, 0.0f, 0.0f , 0.0f,1.0f ,0.0f, 0.0f,
50.0f, -50.0f, 0.0f, 0.0f , 0.0f,1.0f ,1.0f, 0.0f,
0.0f, 50.0f, 0.0f, 0.0f, 0.0f,1.0f ,0.5f, 1.0f
};
Triangle::Triangle() : Geometry("TRIANGLE", true)
{
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = 0;
this->isChanged = true;
}
Triangle::Triangle(const Triangle& triangle) : Geometry( triangle )
{
CleanUp();
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = triangle.iNumsToDraw;
this->isChanged = true;
this->shader = ResourceManager::GetShader("BasicShader");
iEntries = 3;
}
Triangle& Triangle::operator=(const Triangle& triangle)
{
CleanUp();
Geometry::operator=(triangle);
this->isInited = 0;
this->m_VBO = 0;
this->m_VAO = 0;
this->iNumsToDraw = triangle.iNumsToDraw;
this->isChanged = true;
this->shader = ResourceManager::GetShader("BasicShader");
return (*this);
}
void Triangle::init()
{
glGenVertexArrays(1, &m_VAO);
glGenBuffers(1, &m_VBO);
glBindVertexArray(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(verticesTriangle), verticesTriangle, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
isInited = true;
}
void Triangle::CleanUp()
{
if (!this->isInited)
{
return;
}
if (this->m_VAO)
glDeleteVertexArrays(1, &this->m_VAO);
if (this->m_VBO)
glDeleteBuffers(1, &this->m_VBO);
this->isInited = false;
}
void Triangle::draw()
{
if (isChanged)
{
init();
isChanged = false;
}
this->shader.Use();
glBindVertexArray(m_VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
Triangle::~Triangle()
{
if (this->m_VAO)
glDeleteVertexArrays(1, &this->m_VAO);
if (this->m_VBO)
glDeleteBuffers(1, &this->m_VBO);
this->isInited = false;
}
OpenGL 上下文是线程本地状态:
在任何给定时间,每个线程只有一个或没有活动的 OpenGL 上下文。
在任何给定时间,每个 OpenGL 上下文都必须在没有线程或只有一个线程中处于活动状态。
OpenGL 上下文不会在线程之间自动迁移。
即如果您没有在当前处于活动状态的线程上明确取消相关 OpenGL 上下文的当前状态,并随后在您正在调用 glDeleteBuffers
的线程上使其处于活动状态,则对该线程的调用将无效;至少在您预期它会产生影响的上下文中。