potential nvidia null VBO pointer crash fix
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+30
-6
@@ -69,6 +69,17 @@ public class GLBuffer implements AutoCloseable
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protected boolean bufferStorage;
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protected boolean isMapped = false;
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/**
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* Locking on the render thread isn't great, but is needed due to an inconsistent
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* race condition where VBOs can be marked as deleted outside the render thread. <br><br>
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*
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* But, due to being a read-write lock the chance of freezing
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* the render thread is very low
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* and since this is a stamped lock, the optimistic read time is basically zero.
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* (The optimistic lock time doesn't even appear in the profiler).
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*/
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public final StampedLock renderStampLock = new StampedLock();
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//==============//
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@@ -142,14 +153,27 @@ public class GLBuffer implements AutoCloseable
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return;
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}
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final int idToDelete = this.id; // saving the ID to a separate variable is necessary so it can be captured by the lambda
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// mark the old data is invalid before deleting to prevent a rare race condition
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// where the queued on render thread task runs before the ID is cleared
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this.id = 0;
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this.size = 0;
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long writeStamp = 0;
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try
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{
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// lock to prevent the render thread from accessing the buffer's ID
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// while we are removing it
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writeStamp = renderStampLock.writeLock();
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RenderThreadTaskHandler.INSTANCE.queueRunningOnRenderThread("GLBuffer destroyAsync", () -> { destroyBufferIdNow(idToDelete); });
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final int idToDelete = this.id; // saving the ID to a separate variable is necessary so it can be captured by the lambda
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// mark the old data is invalid before deleting to prevent a rare race condition
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// where the queued on render thread task runs before the ID is cleared
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this.id = 0;
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this.size = 0;
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RenderThreadTaskHandler.INSTANCE.queueRunningOnRenderThread("GLBuffer destroyAsync", () -> { destroyBufferIdNow(idToDelete); });
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}
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finally
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{
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renderStampLock.unlock(writeStamp);
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}
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}
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private static void destroyBufferIdNow(int id)
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{
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+35
-23
@@ -341,33 +341,45 @@ public class GlDhTerrainShaderProgram extends GlShaderProgram implements IDhApiS
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continue;
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}
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// don't render empty sections
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if (vbo.getVertexCount() == 0)
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// for lock information please view the lock's javadocs
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long vboReadStamp = vbo.renderStampLock.readLock();
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long iboReadStamp = vbo.getQuadIBO().renderStampLock.readLock();
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try
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{
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continue;
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}
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// don't render empty sections
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if (vbo.getVertexCount() == 0)
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{
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continue;
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}
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// don't render deleted VBOs (this will crash the driver/game)
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if (vbo.getId() == 0
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|| vbo.getQuadIBO().getId() == 0)
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// don't render deleted VBOs (this will crash the driver/game)
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if (vbo.getId() == 0
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|| vbo.getQuadIBO().getId() == 0)
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{
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continue;
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}
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// 4 vertices per face, but 6 indices (IE 2 triangles) per face, aka need to multiply by 1.5
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int indexCount = (int) (vbo.getVertexCount() * 1.5);
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vbo.bind();
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vbo.getQuadIBO().bind();
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GlDhMetaRenderer.INSTANCE.shaderProgramForThisFrame.bindVertexBuffer(vbo.getId());
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GL32.glDrawElements(
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GL32.GL_TRIANGLES,
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indexCount,
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vbo.getQuadIBO().getGlType(), 0);
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vbo.unbind();
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vbo.getQuadIBO().unbind();
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}
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finally
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{
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continue;
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vbo.renderStampLock.unlock(vboReadStamp);
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vbo.getQuadIBO().renderStampLock.unlock(iboReadStamp);
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}
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// 4 vertices per face, but 6 indices (IE 2 triangles) per face, aka need to multiply by 1.5
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int indexCount = (int)(vbo.getVertexCount() * 1.5);
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vbo.bind();
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vbo.getQuadIBO().bind();
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GlDhMetaRenderer.INSTANCE.shaderProgramForThisFrame.bindVertexBuffer(vbo.getId());
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GL32.glDrawElements(
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GL32.GL_TRIANGLES,
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indexCount,
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vbo.getQuadIBO().getGlType(), 0);
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vbo.unbind();
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vbo.getQuadIBO().unbind();
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}
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}
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}
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+1
-1
Submodule coreSubProjects updated: e465ef5325...d9f3b31cc5
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