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gl/eagl: Don't call anything synchronously from the main thread
This will deadlock if the main thread is the one who creates the GstGLContext. All things we call from the main thread should be possible from any thread. https://bugzilla.gnome.org/show_bug.cgi?id=751101
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7d08d56527
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34622c3961
1 changed files with 47 additions and 53 deletions
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@ -143,12 +143,12 @@ gst_gl_context_eagl_release_layer (GstGLContext * context)
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void
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gst_gl_context_eagl_update_layer (GstGLContext * context)
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{
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__block GLuint framebuffer;
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__block GLuint color_renderbuffer;
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__block GLuint depth_renderbuffer;
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__block GLint width;
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__block GLint height;
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__block CAEAGLLayer *eagl_layer;
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GLuint framebuffer;
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GLuint color_renderbuffer;
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GLuint depth_renderbuffer;
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GLint width;
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GLint height;
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CAEAGLLayer *eagl_layer;
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GLenum status;
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GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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GstGLContextEaglPrivate *priv = context_eagl->priv;
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@ -168,33 +168,31 @@ gst_gl_context_eagl_update_layer (GstGLContext * context)
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if (priv->eagl_layer)
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gst_gl_context_eagl_release_layer (context);
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dispatch_sync (dispatch_get_main_queue (), ^{
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[EAGLContext setCurrentContext:priv->eagl_context];
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[EAGLContext setCurrentContext:priv->eagl_context];
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/* Allocate framebuffer */
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glGenFramebuffers (1, &framebuffer);
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glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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/* Allocate color render buffer */
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glGenRenderbuffers (1, &color_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
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[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, color_renderbuffer);
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/* Get renderbuffer width/height */
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
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&width);
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
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&height);
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/* allocate depth render buffer */
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glGenRenderbuffers (1, &depth_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_renderbuffer);
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[EAGLContext setCurrentContext:nil];
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});
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/* Allocate framebuffer */
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glGenFramebuffers (1, &framebuffer);
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glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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/* Allocate color render buffer */
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glGenRenderbuffers (1, &color_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
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[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, color_renderbuffer);
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/* Get renderbuffer width/height */
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
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&width);
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
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&height);
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/* allocate depth render buffer */
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glGenRenderbuffers (1, &depth_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_renderbuffer);
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[EAGLContext setCurrentContext:nil];
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[EAGLContext setCurrentContext:priv->eagl_context];
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@ -224,18 +222,16 @@ gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
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GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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GstGLContextEaglPrivate *priv = context_eagl->priv;
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dispatch_sync (dispatch_get_main_queue (), ^{
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if (other_context) {
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EAGLContext *external_gl_context = (EAGLContext *)
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gst_gl_context_get_gl_context (other_context);
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EAGLSharegroup *share_group = [external_gl_context sharegroup];
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if (other_context) {
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EAGLContext *external_gl_context = (EAGLContext *)
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gst_gl_context_get_gl_context (other_context);
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EAGLSharegroup *share_group = [external_gl_context sharegroup];
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priv->eagl_context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
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[share_group release];
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} else {
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priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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}
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});
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priv->eagl_context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
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[share_group release];
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} else {
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priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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}
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priv->eagl_layer = NULL;
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priv->framebuffer = 0;
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@ -285,16 +281,14 @@ gst_gl_context_eagl_choose_format (GstGLContext * context, GError ** error)
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return TRUE;
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}
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dispatch_sync (dispatch_get_main_queue (), ^{
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CAEAGLLayer *eagl_layer;
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NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
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kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
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CAEAGLLayer *eagl_layer;
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NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
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kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[eagl_layer setOpaque:YES];
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[eagl_layer setDrawableProperties:dict];
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});
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[eagl_layer setOpaque:YES];
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[eagl_layer setDrawableProperties:dict];
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gst_object_unref (window);
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