SMG*_*ost 6 c++ opengl multithreading
我在OpenGL 2.1中使用win32线程.我想要实现的是渲染简单的图像说"加载",而在后台整个3D场景正在加载.它现在有效,但我有一个问题,有时我的立方体贴图纹理的一部分从Mozilla Firefox浏览器中获取数据(如何发生这种情况???)并忽略那个带有纹理的小盒子,它只是一个精灵和它应该在哪里:

这种情况发生在我尝试加载程序时的三分之一.这是我的线程的样子:
WindowsThread::WindowsThread(HGLRC graphicsContext, HDC deviceContext) :
graphicsContext_(graphicsContext),
deviceContext_(deviceContext),
running_(false),
task_(0),
mode_(WT_NORMAL)
{
handle_ = CreateThread(0, 0,
(unsigned long (__stdcall *)(void *)) this->staticRun,
(void*) this, CREATE_SUSPENDED, &id_);
if (handle_ == 0) {
LOGE("Unable to create thread.");
return;
}
if (!SetThreadPriority(handle_, THREAD_PRIORITY_NORMAL)) {
LOGE("Unable to set thread priority for thread.");
return;
}
}
WindowsThread::~WindowsThread() {
finishTask();
running_ = false;
WaitForSingleObject(handle_, INFINITE);
CloseHandle(handle_);
wglDeleteContext(graphicsContext_);
}
void WindowsThread::start() {
running_ = true;
if (!ResumeThread(handle_)) {
LOGW("Unable to resume thread.");
}
}
bool WindowsThread::isRunning() {
return running_;
}
void WindowsThread::setTask(Task* task, Mode mode) {
finishTask();
task_ = task;
mode_ = mode;
}
bool WindowsThread::hasTask() {
return task_ != 0;
}
void WindowsThread::finishTask() {
while (task_ != 0) {
Sleep(1);
}
}
void WindowsThread::stop() {
running_ = false;
}
int WindowsThread::staticRun(void* thread) {
return ((WindowsThread*) thread)->run();
}
int WindowsThread::run() {
wglMakeCurrent(deviceContext_, graphicsContext_);
while (running_) {
if (task_ != 0) {
task_->run();
task_ = 0;
}
Sleep(10);
}
wglMakeCurrent(0, 0);
return 1;
}
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ThreadManager:
WindowsThreadManager::WindowsThreadManager(
System* system, UINT threadPoolSize)
{
if (threadPoolSize == 0) {
SYSTEM_INFO info;
GetSystemInfo(&info);
threadPoolSize = info.dwNumberOfProcessors;
if (threadPoolSize == 0) {
threadPoolSize = 1;
}
}
LOGI("Number of threads used: %d", threadPoolSize);
masterContext_ = wglGetCurrentContext();
HDC hdc = wglGetCurrentDC();
for (UINT i = 0; i < threadPoolSize; i++) {
HGLRC threadContext = wglCreateContext(hdc);
wglShareLists(masterContext_, threadContext);
WindowsThread* thread = new WindowsThread(threadContext, hdc);
thread->start();
threads_.push_back(thread);
}
}
WindowsThreadManager::~WindowsThreadManager() {
for (UINT i = 0; i < threads_.size(); i++) {
delete threads_[i];
}
for (UINT i = 0; i < tasks_.size(); i++) {
delete tasks_[i];
}
}
void WindowsThreadManager::execute(Task* task, Mode mode) {
WindowsThread::Mode wtMode = WindowsThread::WT_NORMAL;
if (mode == TM_GRAPHICS_CONTEXT) {
wtMode = WindowsThread::WT_GRPAHICS_CONTEXT;
}
tasks_.push_back(task);
for (UINT i = 0; i < threads_.size(); i++) {
if (!threads_[i]->hasTask()) {
threads_[i]->setTask(task, wtMode);
return;
}
}
threads_[0]->setTask(task, wtMode);
}
void WindowsThreadManager::joinAll() {
for (UINT i = 0; i < threads_.size(); i++) {
if (threads_[i]->hasTask()) {
threads_[i]->finishTask();
}
}
}
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我在Winodws 8上使用Nvidia 670GTX和最新的驱动程序.问题可能出在哪里?
[编辑]我在我的加载程序线程的末尾添加了glFinish(),现在一切都正常加载.我在某个地方红了,OpenGL没有立即完成它的所有工作,所以我猜这就是这种情况,其中上下文在它完成它的工作之前被设置为NULL.
它现在有效,但我有一个问题,有时我的立方体贴图纹理的一部分从Mozilla Firefox浏览器中获取数据(这到底怎么回事?)
您的纹理从未初始化的图形内存接收数据,该内存很可能包含先前使用该内存区域的另一个进程的残留图像.如果这样的事情会发生
a)驱动程序有一个错误,并且不会在线程之间同步资源
和
b)如果你正在尝试修改纹理,那么它被绑定到另一个线程中的纹理单元.
编辑:您可以(并且应该)自己引入适当的同步.仅仅因为它提高了性能.当纹理当前不忙时,使用条件变量在线程之间进行通信.理想情况下,您使用两个或更多纹理,您以循环方式更新.