zoukankan      html  css  js  c++  java
  • OpenGL ES multithreading and EAGLSharegroup

    http://developer.apple.com/library/ios/#qa/qa1612/_index.html

    Technical Q&A QA1612

    OpenGL ES multithreading and EAGLSharegroup

    Q:  In my multithreading OpenGL ES application, I load textures (or vertices) on a secondary thread then draw them onto screen on the main thread. Occasionally I see blank images or application freezes. What could be causing this?

    A: In my multithreading OpenGL ES application, I load textures (or vertices) on a secondary thread then draw them onto screen on the main thread. Occasionally I see blank images or application freezes. What could be causing this?

    It is very likely that the main and background threads are accessing the same OpenGL ES context simultaneously.

    OpenGL ES commands for a specific context are not reentrant. You should never have more than one thread accessing a single context at the same time. It is highly recommended that you use only one thread per context.

    Listing 1 demonstrates how to create and make current a context contextB using the sharegroup property (an EAGLSharegroup object) obtained from another already-allocated context contextA. Such contexts that belong to the same sharegroup can share resources, for example, textures, FBOs, etc. So you may use contextB on the secondary thread to create textures, and contextA on the main thread to draw the textures onto screen.


    Listing 1  Creating a context belonging to the same sharegroup

    contextB = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1      
                                 sharegroup:contextA.sharegroup]; 
    if (!contextB || ![EAGLContext setCurrentContext:contextB]) 
    {       
     // Handle errors here 
    }
     

    Important: The only way to get a valid EAGLSharegroup object is to query it from an existing EAGLContext object. Any other method, such as explicitly creating it, will result in crashes or undefined behavior.

     

    When you want to modify a resource on one context, you must first make sure it is not currently in use on another, even if you are accessing them from different threads. Once you modify it, its state is undefined until flushing and binding the object have been completed. You should never use an undefined object, whether you access it from a different context or not.

    Take a texture as an example. Listing 2 shows the correct way to deal with multiple contexts. Any other ordering will not ensure consistent and correct behavior. It may result in data corruption, leaks, or crashes otherwise.

    Listing 2  Modifying a texture on context B prior to using it on context A


    // 1. Ensure context A is not bound to the texture
     [EAGLContext setCurrentContext:contextA];
     glBindTexture(GL_TEXTURE_2D, 0);  

    // 2. Call flush on context A  
    glFlush();   

    // 3. Modify the texture on context B 
    [EAGLContext setCurrentContext:contextB]; 
    glBindTexture(GL_TEXTURE_2D, texId); 

     //
     Modify the texture data here
     //

    // 4. Call flush on context B 
    glFlush();  
     
    // 5. Rebind the texture on context A 
    [EAGLContext setCurrentContext:contextA];
     glBindTexture(GL_TEXTURE_2D, texId); 

    // 6. Use the texture as normal on context A
     

    For more information on the EAGLContext/-initWithAPI:sharegroup: API and the sharegroup property, see the EAGLContext Class Reference.

     



    Wangkeke 2011-11-15 17:36 发表评论
  • 相关阅读:
    十一、VueJs 填坑日记之使用Amaze ui调整列表和内容页面
    十、VueJs 填坑日记之在项目中使用Amaze UI
    九、VueJs 填坑日记之在项目中使用jQuery
    八、VueJs 填坑日记之参数传递及内容页面的开发
    七、VueJs 填坑日记之渲染一个列表
    六、VueJs 填坑日记之初识*.Vue文件
    jmeter连接mysql数据库
    Markdown基础语法
    Python自动化准备工作(pycharm安装)
    Android手机测试环境搭建
  • 原文地址:https://www.cnblogs.com/cokecoffe/p/2537121.html
Copyright © 2011-2022 走看看