On 28.03.2017 22:37, gregory hainaut wrote:
On Mon, 27 Mar 2017 16:10:32 +0200
Gregory Hainaut <gregory.hain...@gmail.com> wrote:

Hello,

Sorry I was in vacation. I will update my patch with a hash map to
trace buffer creation/destruction.

Cheers,
Gregory

On 3/20/17, Nicolai Hähnle <nhaeh...@gmail.com> wrote:
On 20.03.2017 14:33, Markus Wick wrote:
Am 2017-03-20 14:21, schrieb Nicolai Hähnle:
On 17.03.2017 18:59, gregory hainaut wrote:
If the application is badly/strangely coded, glthread will make it
worst.
The solution ought to be either fix the app or don't use glthread.

It would be nice if glthread could handle this properly, but I don't
currently see how.

The dispatcher thread needs a map of all valid buffer objects. So we
need to update such a map on all glGenBuffers/glDeleteBuffers calls. So
the overhead will be the map lookup on all affected glBindBuffer calls.

You're right. Ridiculous details of the OpenGL spec make this
interesting, actually, because Section 6.1 (Creating and Binding Buffer
Objects) of the OpenGL 4.5 (Compability Profile) spec says:

"A buffer object is created by binding an unused name to a buffer
target. The binding is effected by calling

     void BindBuffer( enum target, uint buffer );

target must be one of the targets listed in table 6.1. If the buffer
object named buffer has not been previously bound, or has been deleted
since the last binding, the GL creates a new state vector, initialized
with a zero-sized memory buffer and comprising all the state and with
the same initial values listed in table 6.2."

But this language is different from that for core profiles, where a call
to glGenBuffers is required. So in this case, the compatibility profile
spec is actually better for performance :/

Cheers,
Nicolai


Hello,

Actually I found another issue on this patch. A deleted buffer is unbound from 
the context.
So validity must be updated accordingly.

However I have a tricky question, I think that it is possible to share buffers
between multiple contexts. Do we want to support it with glthread ? If yes, it 
will
require either

Ouch, yeah. It's getting complicated.


* to duplicate the reference counting logic

Do we really need to duplicate the logic? Perhaps the shadow copy of bindings in the application thread can have pointers to the buffer objects as well? Then it's the same reference counting logic, and some code can be shared between the application and GL threads.

This requires creating buffer objects in the application thread, and changing the marshalling of GenBuffers and CreateBuffers to pass those pointers, but I think it's doable.

I think that Gen/CreateBuffers could even be asynchronous, though I think that's dependent on all buffer ops doing the buffer name lookups in the application thread -- otherwise you get buffer objects "traveling back in time", and code like this might execute successfully:

  glNamedBufferStorage(N, ...); /* N does not exist yet */
  glCreateBuffers(1, &bufobj); /* Allocates buffer name N as buffer */

Maybe it all boils down to this: If buffer name handling is spread across the application thread and the GL thread, things get tricky and there are corner cases to watch out for.

So one option is to move all buffer name handling into the application thread. This means that all API functions that take a buffer name as parameter need special marshaling that looks up the buffer object in the application thread and marshals the buffer object pointer instead of the buffer name. There's an awful lot of those functions with DSA, but at least it should still be possible to autogen the marshaling.

For API functions that take a buffer target, we'd have a choice of having them work as before, or adjusting them in the same way. Adjusting them in the same way would put more load on the application thread without a clear advantage, so best to leave them as-is.

I like that it's a conceptually clean approach, but it's an awfully big change.


* Or to use a synchronous delete and peep into the context to check if the 
buffer is still alive

As long as the shadow copy of bindings is in terms of buffer names, you need to watch out for the ABA-style problem that you get with asynchronous delete:

1. Context A has a binding of buffer object currently named N.
2. Context B deletes buffer object N.
3. Context A create buffer object, ends up re-using buffer name N.
4. Context A deletes buffer object, re-uses buffer name N.

At step 4, the application thread will scan the shadow bindings for context A, see the binding of buffer name N, and unbind it. But that's incorrect, because the automatic unbinding is based on the buffer object, not the buffer name.

I guess this could be fixed by a separate reference count for the buffer names, but I haven't thought that through fully.

Hmm. I think synchronous create + delete, with a shadow copy of bindings that stores pointers instead of buffer names could work and be relatively lightweight.

Cheers,
Nicolai


* Or any better idea ^^



Cheers,
Gregory




--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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