fix deadlock when failed to fetch VAO or FBO while GL/Program drawing

This commit is contained in:
falsycat 2022-10-21 11:08:04 +09:00
parent ffe3d6265d
commit e927179176

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@ -744,57 +744,72 @@ struct Program {
const nf7::Mutex::Resource<std::shared_ptr<Product>>& prog, const nf7::Mutex::Resource<std::shared_ptr<Product>>& prog,
const nf7::Node::Lambda::Msg& msg) { const nf7::Node::Lambda::Msg& msg) {
const auto& base = la->env().GetFileOrThrow(la->initiator()); const auto& base = la->env().GetFileOrThrow(la->initiator());
const auto& v = msg.value;
if (msg.name == "draw") { if (msg.name == "draw") {
const auto mode = ToDrawMode(msg.value.tuple("mode").string()); const auto mode = ToDrawMode(msg.value.tuple("mode").string());
const auto count = msg.value.tuple("count").integer<GLsizei>(); const auto count = v.tuple("count").integer<GLsizei>();
const auto inst = msg.value.tuple("instance").integer<GLsizei>(); const auto inst = v.tupleOr("instance", nf7::Value::Integer{1}).integer<GLsizei>();
const auto& fbo_path = msg.value.tuple("fbo").string(); const auto& fbo_path = v.tuple("fbo").string();
const auto& vao_path = msg.value.tuple("vao").string(); const auto& vao_path = v.tuple("vao").string();
const auto& vp = msg.value.tuple("viewport"); const auto& vp = msg.value.tuple("viewport");
const auto vp_x = vp.tuple(0).integer<GLint>(); const auto vp_x = vp.tuple(0).integerOrScalar<GLint>();
const auto vp_y = vp.tuple(1).integer<GLint>(); const auto vp_y = vp.tuple(1).integerOrScalar<GLint>();
const auto vp_w = vp.tuple(2).integer<GLsizei>(); const auto vp_w = vp.tuple(2).integerOrScalar<GLsizei>();
const auto vp_h = vp.tuple(3).integer<GLsizei>(); const auto vp_h = vp.tuple(3).integerOrScalar<GLsizei>();
if (vp_w < 0 || vp_h < 0) { if (vp_w < 0 || vp_h < 0) {
throw nf7::Exception {"negative size viewport"}; throw nf7::Exception {"negative size viewport"};
} }
// find object // this will be triggered when all preparation done
auto fbo_fu = base. nf7::AggregatePromise apro {la};
// find, fetch and lock FBO
std::optional<nf7::gl::FramebufferFactory::Product> fbo_fu;
std::optional<nf7::gl::Framebuffer::Meta::LockedAttachmentsFuture> fbo_lock_fu;
{
fbo_fu = base.
ResolveOrThrow(fbo_path). ResolveOrThrow(fbo_path).
interfaceOrThrow<nf7::gl::FramebufferFactory>().Create(); interfaceOrThrow<nf7::gl::FramebufferFactory>().Create();
auto vao_fu = base.
nf7::gl::Framebuffer::Meta::LockedAttachmentsFuture::Promise fbo_lock_pro;
fbo_fu->ThenIf([la, fbo_lock_pro](auto& fbo) mutable {
(**fbo).meta().LockAttachments(la).Chain(fbo_lock_pro);
});
fbo_lock_fu = fbo_lock_pro.future();
apro.Add(*fbo_lock_fu);
}
// find, fetch and lock VAO
std::optional<nf7::gl::VertexArrayFactory::Product> vao_fu;
std::optional<nf7::gl::VertexArray::Meta::LockedBuffersFuture> vao_lock_fu;
{
vao_fu = base.
ResolveOrThrow(vao_path). ResolveOrThrow(vao_path).
interfaceOrThrow<nf7::gl::VertexArrayFactory>().Create(); interfaceOrThrow<nf7::gl::VertexArrayFactory>().Create();
// lock child objects
nf7::gl::Framebuffer::Meta::LockedAttachmentsFuture::Promise fbo_lock_pro;
nf7::gl::VertexArray::Meta::LockedBuffersFuture::Promise vao_lock_pro; nf7::gl::VertexArray::Meta::LockedBuffersFuture::Promise vao_lock_pro;
fbo_fu.ThenIf([la, fbo_lock_pro](auto& fbo) mutable { vao_fu->ThenIf([la, vao_lock_pro](auto& vao) mutable {
(**fbo).meta().LockAttachments(la).Chain(fbo_lock_pro);
});
vao_fu.ThenIf([la, vao_lock_pro](auto& vao) mutable {
(**vao).meta().LockBuffers(la).Chain(vao_lock_pro); (**vao).meta().LockBuffers(la).Chain(vao_lock_pro);
}); });
// wait for locking vao_lock_fu = vao_lock_pro.future();
nf7::AggregatePromise apro {la}; apro.Add(*vao_lock_fu);
auto fbo_lock_fu = fbo_lock_pro.future(); }
auto vao_lock_fu = vao_lock_pro.future();
apro.Add(fbo_lock_fu);
apro.Add(vao_lock_fu);
// FIXME: deadlock when vao_fu or fbo_fu failed // execute drawing after successful locking
apro.future().Then(nf7::Env::kGL, la, [=](auto&) { apro.future().Then(nf7::Env::kGL, la, [=](auto&) {
if (!fbo_lock_fu.done() || !vao_lock_fu.done()) { assert(fbo_lock_fu);
assert(vao_lock_fu);
if (!fbo_lock_fu->done() || !vao_lock_fu->done()) {
// TODO // TODO
std::cout << "err" << std::endl; std::cout << "err" << std::endl;
return; return;
} }
const auto& fbo = *fbo_fu.value(); const auto& fbo = *fbo_fu->value();
const auto& vao = *vao_fu.value(); const auto& vao = *vao_fu->value();
glUseProgram((*prog)->id()); glUseProgram((*prog)->id());
glBindFramebuffer(GL_FRAMEBUFFER, fbo->id()); glBindFramebuffer(GL_FRAMEBUFFER, fbo->id());