Fix nvidia driver crash
This commit is contained in:
+25
-33
@@ -62,14 +62,13 @@ public class GLBuffer implements AutoCloseable
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private static final ThreadPoolExecutor CLEANUP_THREAD = ThreadUtil.makeSingleDaemonThreadPool("GLBuffer Cleanup");
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protected int id;
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protected int id = 0;
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public final int getId() { return this.id; }
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protected int size = 0;
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public int getSize() { return this.size; }
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protected boolean bufferStorage;
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protected boolean isMapped = false;
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public final StampedLock writeLock = new StampedLock();
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//==============//
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@@ -112,27 +111,26 @@ public class GLBuffer implements AutoCloseable
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LodUtil.assertNotReach("Thread ["+Thread.currentThread()+"] tried to create a GLBuffer outside the MC render thread.");
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}
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// destroy the old buffer if one is present
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if (this.id != 0)
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int oldId = this.id;
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this.id = GLMC.glGenBuffers();
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// destroy the old buffer
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// after the new one has been created
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// to hopefully prevent a rare race conditions where the old ID
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// is still used somewhere
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if (oldId != 0)
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{
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destroyBufferIdNow(this.id);
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destroyBufferIdNow(oldId);
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}
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long writeLock = this.writeLock.writeLock();
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try
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{
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this.id = GLMC.glGenBuffers();
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this.bufferStorage = asBufferStorage;
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bufferCount.getAndIncrement();
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PhantomReference<GLBuffer> phantom = new PhantomReference<>(this, PHANTOM_REFERENCE_QUEUE);
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PHANTOM_TO_BUFFER_ID.put(phantom, this.id);
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BUFFER_ID_TO_PHANTOM.put(this.id, phantom);
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}
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finally
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{
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this.writeLock.unlock(writeLock);
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}
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this.bufferStorage = asBufferStorage;
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bufferCount.getAndIncrement();
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PhantomReference<GLBuffer> phantom = new PhantomReference<>(this, PHANTOM_REFERENCE_QUEUE);
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PHANTOM_TO_BUFFER_ID.put(phantom, this.id);
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BUFFER_ID_TO_PHANTOM.put(this.id, phantom);
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}
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@@ -144,20 +142,14 @@ public class GLBuffer implements AutoCloseable
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return;
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}
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long writeLock = this.writeLock.writeLock();
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try
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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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RenderThreadTaskHandler.INSTANCE.queueRunningOnRenderThread("GLBuffer destroyAsync", () -> { destroyBufferIdNow(idToDelete); });
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this.id = 0;
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this.size = 0;
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}
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finally
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{
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this.writeLock.unlock(writeLock);
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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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RenderThreadTaskHandler.INSTANCE.queueRunningOnRenderThread("GLBuffer destroyAsync", () -> { destroyBufferIdNow(idToDelete); });
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}
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private static void destroyBufferIdNow(int id)
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{
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+21
-34
@@ -341,46 +341,33 @@ public class GlDhTerrainShaderProgram extends GlShaderProgram implements IDhApiS
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continue;
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}
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long vboReadLock = vbo.writeLock.tryReadLock();
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if (vboReadLock == 0)
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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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// VBO is being deleted
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continue;
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}
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try
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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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if (vbo.getVertexCount() == 0)
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{
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continue;
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}
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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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vbo.writeLock.unlock(vboReadLock);
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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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}
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}
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