Fix a few buffer building issues
This commit is contained in:
@@ -23,14 +23,12 @@ import org.apache.logging.log4j.LogManager;
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import org.apache.logging.log4j.Logger;
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import com.seibel.lod.core.ModInfo;
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import com.seibel.lod.core.builders.worldGeneration.LodGenWorker;
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import com.seibel.lod.core.objects.lod.LodDimension;
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import com.seibel.lod.core.objects.math.Mat4f;
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import com.seibel.lod.core.render.GLProxy;
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import com.seibel.lod.core.render.LodRenderer;
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import com.seibel.lod.core.util.DetailDistanceUtil;
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import com.seibel.lod.core.util.SingletonHandler;
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import com.seibel.lod.core.util.ThreadMapUtil;
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import com.seibel.lod.core.wrapperInterfaces.config.ILodConfigWrapperSingleton;
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import com.seibel.lod.core.wrapperInterfaces.minecraft.IMinecraftRenderWrapper;
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import com.seibel.lod.core.wrapperInterfaces.minecraft.IMinecraftWrapper;
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@@ -76,7 +74,7 @@ public class ClientApi
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public void renderLods(Mat4f mcModelViewMatrix, Mat4f mcProjectionMatrix, float partialTicks)
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{
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// comment out when creating a release
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// applyConfigOverrides();
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applyConfigOverrides();
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// clear any out of date objects
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MC.clearFrameObjectCache();
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@@ -148,7 +146,8 @@ public class ClientApi
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configOverrideReminderPrinted = true;
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}
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// CONFIG.client().worldGenerator().setDistanceGenerationMode(DistanceGenerationMode.SURFACE);
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// CONFIG.client().worldGenerator().setDistanceGenerationMode(DistanceGenerationMode.FULL);
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// CONFIG.client().worldGenerator().setGenerationPriority(GenerationPriority.AUTO);
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// CONFIG.client().graphics().advancedGraphics().setGpuUploadMethod(GpuUploadMethod.BUFFER_STORAGE);
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@@ -180,14 +179,6 @@ public class ClientApi
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firstTimeSetupComplete = true;
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}
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/** this method reset some static data every time we change world */
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private void resetMod()
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{
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// TODO when should this be used?
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ThreadMapUtil.clearMaps();
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LodGenWorker.restartExecutorService();
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}
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@@ -21,6 +21,7 @@ package com.seibel.lod.core.api;
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import org.lwjgl.glfw.GLFW;
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import com.seibel.lod.core.builders.worldGeneration.LodGenWorker;
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import com.seibel.lod.core.builders.worldGeneration.LodWorldGenerator;
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import com.seibel.lod.core.enums.config.DistanceGenerationMode;
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import com.seibel.lod.core.objects.lod.LodDimension;
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@@ -115,13 +116,30 @@ public class EventApi
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ClientApi.renderer.regenerateLODsNextFrame();
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}
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/** This is also called when the user disconnects from a server+ */
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public void worldUnloadEvent()
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{
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// the player just unloaded a world/dimension
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ThreadMapUtil.clearMaps();
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new Thread(() -> checkIfDisconnectedFromServer()).start();
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}
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private void checkIfDisconnectedFromServer()
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{
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try
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{
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// world unloading events are called before disconnecting from the server,
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// so we need to wait a second for MC to disconnect
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Thread.sleep(1000);
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}
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catch (InterruptedException e)
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{
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// this should never happen, but just in case
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e.printStackTrace();
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}
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if (MC.getWrappedClientWorld() == null)
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if (MC.getWrappedClientWorld() == null || (!MC.connectedToServer() && !MC.hasSinglePlayerServer()))
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{
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// the player just left the server
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@@ -129,15 +147,14 @@ public class EventApi
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// if this isn't done unfinished tasks may be left in the queue
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// preventing new LodChunks form being generated
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//LodNodeGenWorker.restartExecutorService(); // TODO why was this commented out? -James
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//ThreadMapUtil.clearMaps();
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LodGenWorker.restartExecutorService();
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LodWorldGenerator.INSTANCE.numberOfChunksWaitingToGenerate.set(0);
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ApiShared.lodWorld.deselectWorld();
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// prevent issues related to the buffer builder
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// breaking when changing worlds.
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// breaking or retaining previous data when changing worlds.
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ClientApi.renderer.destroyBuffers();
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recalculateWidths = true;
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ClientApi.renderer = new LodRenderer(ApiShared.lodBufferBuilderFactory);
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+211
-171
@@ -30,7 +30,6 @@ import java.util.concurrent.Executors;
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import java.util.concurrent.Future;
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import java.util.concurrent.locks.ReentrantLock;
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import com.seibel.lod.core.objects.VertexOptimizer;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL30;
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@@ -43,6 +42,7 @@ import com.seibel.lod.core.enums.config.GpuUploadMethod;
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import com.seibel.lod.core.enums.config.VanillaOverdraw;
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import com.seibel.lod.core.enums.rendering.GLProxyContext;
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import com.seibel.lod.core.objects.PosToRenderContainer;
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import com.seibel.lod.core.objects.VertexOptimizer;
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import com.seibel.lod.core.objects.lod.LodDimension;
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import com.seibel.lod.core.objects.lod.LodRegion;
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import com.seibel.lod.core.objects.lod.RegionPos;
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@@ -184,6 +184,10 @@ public class LodBufferBuilderFactory
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// setupBuffers hasn't been called yet
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return;
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if (MC.getCurrentLightMap() == null)
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// the lighting hasn't loaded yet
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return;
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generatingBuffers = true;
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@@ -260,7 +264,10 @@ public class LodBufferBuilderFactory
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// make sure the buffers weren't
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// changed while we were running this method
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if (currentBuffers == null || !currentBuffers[0].building())
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{
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ClientApi.LOGGER.info("Buffer building quit early");
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return;
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}
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byte minDetail = region.getMinDetailLevel();
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@@ -459,12 +466,12 @@ public class LodBufferBuilderFactory
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}
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finally
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{
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// clean up any potentially open resources
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if (buildableBuffers != null)
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closeBuffers(fullRegen, lodDim);
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try
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{
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// clean up any potentially open resources
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if (buildableBuffers != null)
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closeBuffers(fullRegen, lodDim);
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// upload the new buffers
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uploadBuffers(fullRegen, lodDim);
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}
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@@ -524,108 +531,120 @@ public class LodBufferBuilderFactory
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*/
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public void setupBuffers(LodDimension lodDimension)
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{
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bufferLock.lock();
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int numbRegionsWide = lodDimension.getWidth();
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long regionMemoryRequired;
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int numberOfBuffers;
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GLProxy glProxy = GLProxy.getInstance();
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GLProxyContext oldContext = glProxy.getGlContext();
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glProxy.setGlContext(GLProxyContext.LOD_BUILDER);
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previousRegionWidth = numbRegionsWide;
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numberOfBuffersPerRegion = new int[numbRegionsWide][numbRegionsWide];
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buildableBuffers = new LodBufferBuilder[numbRegionsWide][numbRegionsWide][];
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buildableVbos = new LodVertexBuffer[numbRegionsWide][numbRegionsWide][];
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drawableVbos = new LodVertexBuffer[numbRegionsWide][numbRegionsWide][];
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if (glProxy.bufferStorageSupported)
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try
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{
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buildableStorageBufferIds = new int[numbRegionsWide][numbRegionsWide][];
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drawableStorageBufferIds = new int[numbRegionsWide][numbRegionsWide][];
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}
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for (int x = 0; x < numbRegionsWide; x++)
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{
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for (int z = 0; z < numbRegionsWide; z++)
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bufferLock.lock();
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int numbRegionsWide = lodDimension.getWidth();
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long regionMemoryRequired;
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int numberOfBuffers;
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GLProxy glProxy = GLProxy.getInstance();
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GLProxyContext oldContext = glProxy.getGlContext();
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glProxy.setGlContext(GLProxyContext.LOD_BUILDER);
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previousRegionWidth = numbRegionsWide;
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numberOfBuffersPerRegion = new int[numbRegionsWide][numbRegionsWide];
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buildableBuffers = new LodBufferBuilder[numbRegionsWide][numbRegionsWide][];
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buildableVbos = new LodVertexBuffer[numbRegionsWide][numbRegionsWide][];
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drawableVbos = new LodVertexBuffer[numbRegionsWide][numbRegionsWide][];
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if (glProxy.bufferStorageSupported)
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{
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regionMemoryRequired = DEFAULT_MEMORY_ALLOCATION;
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// if the memory required is greater than the max buffer
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// capacity, divide the memory across multiple buffers
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if (regionMemoryRequired > LodUtil.MAX_ALLOCATABLE_DIRECT_MEMORY)
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buildableStorageBufferIds = new int[numbRegionsWide][numbRegionsWide][];
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drawableStorageBufferIds = new int[numbRegionsWide][numbRegionsWide][];
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}
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for (int x = 0; x < numbRegionsWide; x++)
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{
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for (int z = 0; z < numbRegionsWide; z++)
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{
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numberOfBuffers = (int) regionMemoryRequired / LodUtil.MAX_ALLOCATABLE_DIRECT_MEMORY + 1;
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regionMemoryRequired = DEFAULT_MEMORY_ALLOCATION;
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// TODO shouldn't this be determined with regionMemoryRequired?
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// always allocating the max memory is a bit expensive isn't it?
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regionMemoryRequired = LodUtil.MAX_ALLOCATABLE_DIRECT_MEMORY;
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numberOfBuffersPerRegion[x][z] = numberOfBuffers;
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buildableBuffers[x][z] = new LodBufferBuilder[numberOfBuffers];
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buildableVbos[x][z] = new LodVertexBuffer[numberOfBuffers];
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drawableVbos[x][z] = new LodVertexBuffer[numberOfBuffers];
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if (glProxy.bufferStorageSupported)
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// if the memory required is greater than the max buffer
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// capacity, divide the memory across multiple buffers
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if (regionMemoryRequired > LodUtil.MAX_ALLOCATABLE_DIRECT_MEMORY)
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{
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buildableStorageBufferIds[x][z] = new int[numberOfBuffers];
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drawableStorageBufferIds[x][z] = new int[numberOfBuffers];
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numberOfBuffers = (int) regionMemoryRequired / LodUtil.MAX_ALLOCATABLE_DIRECT_MEMORY + 1;
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// TODO shouldn't this be determined with regionMemoryRequired?
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// always allocating the max memory is a bit expensive isn't it?
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regionMemoryRequired = LodUtil.MAX_ALLOCATABLE_DIRECT_MEMORY;
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numberOfBuffersPerRegion[x][z] = numberOfBuffers;
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buildableBuffers[x][z] = new LodBufferBuilder[numberOfBuffers];
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buildableVbos[x][z] = new LodVertexBuffer[numberOfBuffers];
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drawableVbos[x][z] = new LodVertexBuffer[numberOfBuffers];
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if (glProxy.bufferStorageSupported)
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{
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buildableStorageBufferIds[x][z] = new int[numberOfBuffers];
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drawableStorageBufferIds[x][z] = new int[numberOfBuffers];
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}
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}
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}
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else
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{
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// we only need one buffer for this region
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numberOfBuffersPerRegion[x][z] = 1;
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buildableBuffers[x][z] = new LodBufferBuilder[1];
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buildableVbos[x][z] = new LodVertexBuffer[1];
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drawableVbos[x][z] = new LodVertexBuffer[1];
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if (glProxy.bufferStorageSupported)
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else
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{
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buildableStorageBufferIds[x][z] = new int[1];
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drawableStorageBufferIds[x][z] = new int[1];
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// we only need one buffer for this region
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numberOfBuffersPerRegion[x][z] = 1;
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buildableBuffers[x][z] = new LodBufferBuilder[1];
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buildableVbos[x][z] = new LodVertexBuffer[1];
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drawableVbos[x][z] = new LodVertexBuffer[1];
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if (glProxy.bufferStorageSupported)
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{
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buildableStorageBufferIds[x][z] = new int[1];
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drawableStorageBufferIds[x][z] = new int[1];
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}
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}
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}
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for (int i = 0; i < numberOfBuffersPerRegion[x][z]; i++)
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{
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buildableBuffers[x][z][i] = new LodBufferBuilder((int) regionMemoryRequired);
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buildableVbos[x][z][i] = new LodVertexBuffer();
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drawableVbos[x][z][i] = new LodVertexBuffer();
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// create the initial mapped buffers (system memory)
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buildableVbos[x][z][i].id);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, drawableVbos[x][z][i].id);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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if (glProxy.bufferStorageSupported)
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for (int i = 0; i < numberOfBuffersPerRegion[x][z]; i++)
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{
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// create the buffer storage (GPU memory)
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buildableStorageBufferIds[x][z][i] = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buildableStorageBufferIds[x][z][i]);
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GL45.glBufferStorage(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, 0); // the 0 flag means to create the storage in the GPUs memory
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buildableBuffers[x][z][i] = new LodBufferBuilder((int) regionMemoryRequired);
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buildableVbos[x][z][i] = new LodVertexBuffer();
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drawableVbos[x][z][i] = new LodVertexBuffer();
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// create the initial mapped buffers (system memory)
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buildableVbos[x][z][i].id);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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drawableStorageBufferIds[x][z][i] = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, drawableStorageBufferIds[x][z][i]);
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GL45.glBufferStorage(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, 0);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, drawableVbos[x][z][i].id);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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if (glProxy.bufferStorageSupported)
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{
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// create the buffer storage (GPU memory)
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buildableStorageBufferIds[x][z][i] = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buildableStorageBufferIds[x][z][i]);
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GL45.glBufferStorage(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, 0); // the 0 flag means to create the storage in the GPUs memory
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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drawableStorageBufferIds[x][z][i] = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, drawableStorageBufferIds[x][z][i]);
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GL45.glBufferStorage(GL15.GL_ARRAY_BUFFER, regionMemoryRequired, 0);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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}
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}
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}
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}
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glProxy.setGlContext(oldContext);
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}
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catch (Exception e)
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{
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ClientApi.LOGGER.info("setupBuffers ran into trouble: " + e.getMessage(), e);
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}
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finally
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{
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// this shouldn't normally happen, but just in case it sill prevent deadlock
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bufferLock.unlock();
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}
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glProxy.setGlContext(oldContext);
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bufferLock.unlock();
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}
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@@ -638,85 +657,95 @@ public class LodBufferBuilderFactory
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*/
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public void destroyBuffers()
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{
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bufferLock.lock();
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// destroy the buffer storages if they aren't already
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if (buildableStorageBufferIds != null)
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try
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{
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for (int x = 0; x < buildableStorageBufferIds.length; x++)
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bufferLock.lock();
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// destroy the buffer storages if they aren't already
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if (buildableStorageBufferIds != null)
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{
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for (int z = 0; z < buildableStorageBufferIds.length; z++)
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for (int x = 0; x < buildableStorageBufferIds.length; x++)
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{
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for (int i = 0; i < buildableStorageBufferIds[x][z].length; i++)
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for (int z = 0; z < buildableStorageBufferIds.length; z++)
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{
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int buildableId = buildableStorageBufferIds[x][z][i];
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int drawableId = drawableStorageBufferIds[x][z][i];
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// make sure the buffers are deleted in a openGL context
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GLProxy.getInstance().recordOpenGlCall(() ->
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for (int i = 0; i < buildableStorageBufferIds[x][z].length; i++)
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{
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GL15.glDeleteBuffers(buildableId);
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GL15.glDeleteBuffers(drawableId);
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});
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}
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}
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}
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}
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buildableStorageBufferIds = null;
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drawableStorageBufferIds = null;
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// destroy the VBOs if they aren't already
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if (buildableVbos != null)
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{
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for (int i = 0; i < buildableVbos.length; i++)
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{
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for (int j = 0; j < buildableVbos.length; j++)
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{
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for (int k = 0; k < buildableVbos[i][j].length; k++)
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{
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int buildableId;
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int drawableId;
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// variables passed into a lambda expression
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// need to be effectively final, so we have
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// to use an else statement here
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if (buildableVbos[i][j][k] != null)
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buildableId = buildableVbos[i][j][k].id;
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else
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buildableId = 0;
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if (drawableVbos[i][j][k] != null)
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drawableId = drawableVbos[i][j][k].id;
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else
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drawableId = 0;
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||||
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||||
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GLProxy.getInstance().recordOpenGlCall(() ->
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{
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if (buildableId != 0)
|
||||
int buildableId = buildableStorageBufferIds[x][z][i];
|
||||
int drawableId = drawableStorageBufferIds[x][z][i];
|
||||
|
||||
// make sure the buffers are deleted in a openGL context
|
||||
GLProxy.getInstance().recordOpenGlCall(() ->
|
||||
{
|
||||
GL15.glDeleteBuffers(buildableId);
|
||||
if (drawableId != 0)
|
||||
GL15.glDeleteBuffers(drawableId);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
buildableStorageBufferIds = null;
|
||||
drawableStorageBufferIds = null;
|
||||
|
||||
|
||||
|
||||
|
||||
// destroy the VBOs if they aren't already
|
||||
if (buildableVbos != null)
|
||||
{
|
||||
for (int i = 0; i < buildableVbos.length; i++)
|
||||
{
|
||||
for (int j = 0; j < buildableVbos.length; j++)
|
||||
{
|
||||
for (int k = 0; k < buildableVbos[i][j].length; k++)
|
||||
{
|
||||
int buildableId;
|
||||
int drawableId;
|
||||
|
||||
// variables passed into a lambda expression
|
||||
// need to be effectively final, so we have
|
||||
// to use an else statement here
|
||||
if (buildableVbos[i][j][k] != null)
|
||||
buildableId = buildableVbos[i][j][k].id;
|
||||
else
|
||||
buildableId = 0;
|
||||
|
||||
if (drawableVbos[i][j][k] != null)
|
||||
drawableId = drawableVbos[i][j][k].id;
|
||||
else
|
||||
drawableId = 0;
|
||||
|
||||
|
||||
GLProxy.getInstance().recordOpenGlCall(() ->
|
||||
{
|
||||
if (buildableId != 0)
|
||||
GL15.glDeleteBuffers(buildableId);
|
||||
if (drawableId != 0)
|
||||
GL15.glDeleteBuffers(drawableId);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
buildableVbos = null;
|
||||
drawableVbos = null;
|
||||
|
||||
|
||||
// these don't contain any OpenGL objects, so
|
||||
// they don't require any special clean-up
|
||||
buildableBuffers = null;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ClientApi.LOGGER.info("destroyBuffers ran into trouble: " + e.getMessage(), e);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// this shouldn't normally happen, but just in case it sill prevent deadlock
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
buildableVbos = null;
|
||||
drawableVbos = null;
|
||||
|
||||
|
||||
// these don't contain any OpenGL objects, so
|
||||
// they don't require any special clean-up
|
||||
buildableBuffers = null;
|
||||
|
||||
bufferLock.unlock();
|
||||
}
|
||||
|
||||
/** Calls begin on each of the buildable BufferBuilders. */
|
||||
@@ -977,19 +1006,30 @@ public class LodBufferBuilderFactory
|
||||
// since this is called on the main render thread
|
||||
if (bufferLock.tryLock())
|
||||
{
|
||||
LodVertexBuffer[][][] tmpVbo = drawableVbos;
|
||||
drawableVbos = buildableVbos;
|
||||
buildableVbos = tmpVbo;
|
||||
|
||||
int[][][] tmpStorage = drawableStorageBufferIds;
|
||||
drawableStorageBufferIds = buildableStorageBufferIds;
|
||||
buildableStorageBufferIds = tmpStorage;
|
||||
|
||||
drawableCenterChunkPos = buildableCenterChunkPos;
|
||||
|
||||
// the vbos have been swapped
|
||||
switchVbos = false;
|
||||
bufferLock.unlock();
|
||||
try
|
||||
{
|
||||
LodVertexBuffer[][][] tmpVbo = drawableVbos;
|
||||
drawableVbos = buildableVbos;
|
||||
buildableVbos = tmpVbo;
|
||||
|
||||
int[][][] tmpStorage = drawableStorageBufferIds;
|
||||
drawableStorageBufferIds = buildableStorageBufferIds;
|
||||
buildableStorageBufferIds = tmpStorage;
|
||||
|
||||
drawableCenterChunkPos = buildableCenterChunkPos;
|
||||
|
||||
// the vbos have been swapped
|
||||
switchVbos = false;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// this shouldn't normally happen, but just in case it sill prevent deadlock
|
||||
ClientApi.LOGGER.info("getVertexBuffers ran into trouble: " + e.getMessage(), e);
|
||||
}
|
||||
finally
|
||||
{
|
||||
bufferLock.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
return new VertexBuffersAndOffset(drawableVbos, drawableStorageBufferIds, drawableCenterChunkPos);
|
||||
|
||||
Reference in New Issue
Block a user