Added thread-affinity checks to SDL2 renderer.

If a call is made into a graphics resource that has thread-affinity, from a thread other than the one that created the graphics device, an exception will now be thrown to make debugging easier.
This commit is contained in:
RoosterDragon
2015-05-20 20:52:02 +01:00
parent 4fa20e78fa
commit fc436f1aab
11 changed files with 145 additions and 40 deletions

View File

@@ -12,6 +12,7 @@ using System;
using System.Drawing;
using System.IO;
using System.Runtime.InteropServices;
using System.Threading;
using OpenRA;
using OpenRA.Graphics;
using OpenTK.Graphics;
@@ -20,20 +21,18 @@ using SDL2;
namespace OpenRA.Platforms.Default
{
public sealed class Sdl2GraphicsDevice : IGraphicsDevice
sealed class Sdl2GraphicsDevice : ThreadAffine, IGraphicsDevice
{
Size size;
Sdl2Input input;
readonly Sdl2Input input;
IntPtr context, window;
bool disposed;
public Size WindowSize { get { return size; } }
public Size WindowSize { get; private set; }
public Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode)
{
Console.WriteLine("Using SDL 2 with OpenGL renderer");
size = windowSize;
WindowSize = windowSize;
SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO);
SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
@@ -46,15 +45,16 @@ namespace OpenRA.Platforms.Default
SDL.SDL_GetCurrentDisplayMode(0, out display);
Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h);
if (size.Width == 0 && size.Height == 0)
if (WindowSize.Width == 0 && WindowSize.Height == 0)
{
Console.WriteLine("No custom resolution provided, using desktop resolution");
size = new Size(display.w, display.h);
WindowSize = new Size(display.w, display.h);
}
Console.WriteLine("Using resolution: {0}x{1}", size.Width, size.Height);
Console.WriteLine("Using resolution: {0}x{1}", WindowSize.Width, WindowSize.Height);
window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, size.Width, size.Height, SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL);
window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED,
WindowSize.Width, WindowSize.Height, SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL);
if (Game.Settings.Game.LockMouseWindow)
GrabWindowMouseFocus();
@@ -100,6 +100,7 @@ namespace OpenRA.Platforms.Default
public IHardwareCursor CreateHardwareCursor(string name, Size size, byte[] data, int2 hotspot)
{
VerifyThreadAffinity();
try
{
return new SDL2HardwareCursor(size, data, hotspot);
@@ -112,6 +113,7 @@ namespace OpenRA.Platforms.Default
public void SetHardwareCursor(IHardwareCursor cursor)
{
VerifyThreadAffinity();
var c = cursor as SDL2HardwareCursor;
if (c == null)
SDL.SDL_ShowCursor((int)SDL.SDL_bool.SDL_FALSE);
@@ -214,12 +216,14 @@ namespace OpenRA.Platforms.Default
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
{
VerifyThreadAffinity();
GL.DrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
ErrorHandler.CheckGlError();
}
public void Clear()
{
VerifyThreadAffinity();
GL.ClearColor(0, 0, 0, 1);
ErrorHandler.CheckGlError();
GL.Clear(ClearBufferMask.ColorBufferBit);
@@ -228,6 +232,7 @@ namespace OpenRA.Platforms.Default
public void EnableDepthBuffer()
{
VerifyThreadAffinity();
GL.Clear(ClearBufferMask.DepthBufferBit);
ErrorHandler.CheckGlError();
GL.Enable(EnableCap.DepthTest);
@@ -236,12 +241,14 @@ namespace OpenRA.Platforms.Default
public void DisableDepthBuffer()
{
VerifyThreadAffinity();
GL.Disable(EnableCap.DepthTest);
ErrorHandler.CheckGlError();
}
public void SetBlendMode(BlendMode mode)
{
VerifyThreadAffinity();
GL.BlendEquation(BlendEquationMode.FuncAdd);
ErrorHandler.CheckGlError();
@@ -290,23 +297,27 @@ namespace OpenRA.Platforms.Default
public void GrabWindowMouseFocus()
{
VerifyThreadAffinity();
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_TRUE);
}
public void ReleaseWindowMouseFocus()
{
VerifyThreadAffinity();
SDL.SDL_SetWindowGrab(window, SDL.SDL_bool.SDL_FALSE);
}
public void EnableScissor(int left, int top, int width, int height)
{
VerifyThreadAffinity();
if (width < 0)
width = 0;
if (height < 0)
height = 0;
GL.Scissor(left, size.Height - (top + height), width, height);
GL.Scissor(left, WindowSize.Height - (top + height), width, height);
ErrorHandler.CheckGlError();
GL.Enable(EnableCap.ScissorTest);
ErrorHandler.CheckGlError();
@@ -314,19 +325,21 @@ namespace OpenRA.Platforms.Default
public void DisableScissor()
{
VerifyThreadAffinity();
GL.Disable(EnableCap.ScissorTest);
ErrorHandler.CheckGlError();
}
public void SetLineWidth(float width)
{
VerifyThreadAffinity();
GL.LineWidth(width);
ErrorHandler.CheckGlError();
}
public Bitmap TakeScreenshot()
{
var rect = new Rectangle(Point.Empty, size);
var rect = new Rectangle(Point.Empty, WindowSize);
var bitmap = new Bitmap(rect.Width, rect.Height, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
var data = bitmap.LockBits(rect,
System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
@@ -349,13 +362,52 @@ namespace OpenRA.Platforms.Default
return bitmap;
}
public void Present() { SDL.SDL_GL_SwapWindow(window); }
public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); }
public string GetClipboardText() { return input.GetClipboardText(); }
public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(size); }
public ITexture CreateTexture() { return new Texture(); }
public ITexture CreateTexture(Bitmap bitmap) { return new Texture(bitmap); }
public IFrameBuffer CreateFrameBuffer(Size s) { return new FrameBuffer(s); }
public IShader CreateShader(string name) { return new Shader(name); }
public void Present()
{
VerifyThreadAffinity();
SDL.SDL_GL_SwapWindow(window);
}
public void PumpInput(IInputHandler inputHandler)
{
VerifyThreadAffinity();
input.PumpInput(inputHandler);
}
public string GetClipboardText()
{
VerifyThreadAffinity();
return input.GetClipboardText();
}
public IVertexBuffer<Vertex> CreateVertexBuffer(int size)
{
VerifyThreadAffinity();
return new VertexBuffer<Vertex>(size);
}
public ITexture CreateTexture()
{
VerifyThreadAffinity();
return new Texture();
}
public ITexture CreateTexture(Bitmap bitmap)
{
VerifyThreadAffinity();
return new Texture(bitmap);
}
public IFrameBuffer CreateFrameBuffer(Size s)
{
VerifyThreadAffinity();
return new FrameBuffer(s);
}
public IShader CreateShader(string name)
{
VerifyThreadAffinity();
return new Shader(name);
}
}
}