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
This commit is contained in:
Sebastian Dröge 2015-07-06 13:28:05 +03:00 committed by Jan Schmidt
parent 7d08d56527
commit 34622c3961

View file

@ -143,12 +143,12 @@ gst_gl_context_eagl_release_layer (GstGLContext * context)
void
gst_gl_context_eagl_update_layer (GstGLContext * context)
{
__block GLuint framebuffer;
__block GLuint color_renderbuffer;
__block GLuint depth_renderbuffer;
__block GLint width;
__block GLint height;
__block CAEAGLLayer *eagl_layer;
GLuint framebuffer;
GLuint color_renderbuffer;
GLuint depth_renderbuffer;
GLint width;
GLint height;
CAEAGLLayer *eagl_layer;
GLenum status;
GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
GstGLContextEaglPrivate *priv = context_eagl->priv;
@ -168,33 +168,31 @@ gst_gl_context_eagl_update_layer (GstGLContext * context)
if (priv->eagl_layer)
gst_gl_context_eagl_release_layer (context);
dispatch_sync (dispatch_get_main_queue (), ^{
eagl_layer = (CAEAGLLayer *)[window_handle layer];
[EAGLContext setCurrentContext:priv->eagl_context];
eagl_layer = (CAEAGLLayer *)[window_handle layer];
[EAGLContext setCurrentContext:priv->eagl_context];
/* Allocate framebuffer */
glGenFramebuffers (1, &framebuffer);
glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
/* Allocate color render buffer */
glGenRenderbuffers (1, &color_renderbuffer);
glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color_renderbuffer);
/* Get renderbuffer width/height */
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
&width);
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
&height);
/* allocate depth render buffer */
glGenRenderbuffers (1, &depth_renderbuffer);
glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
height);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_renderbuffer);
[EAGLContext setCurrentContext:nil];
});
/* Allocate framebuffer */
glGenFramebuffers (1, &framebuffer);
glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
/* Allocate color render buffer */
glGenRenderbuffers (1, &color_renderbuffer);
glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color_renderbuffer);
/* Get renderbuffer width/height */
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
&width);
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
&height);
/* allocate depth render buffer */
glGenRenderbuffers (1, &depth_renderbuffer);
glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
height);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_renderbuffer);
[EAGLContext setCurrentContext:nil];
[EAGLContext setCurrentContext:priv->eagl_context];
@ -224,18 +222,16 @@ gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
GstGLContextEaglPrivate *priv = context_eagl->priv;
dispatch_sync (dispatch_get_main_queue (), ^{
if (other_context) {
EAGLContext *external_gl_context = (EAGLContext *)
gst_gl_context_get_gl_context (other_context);
EAGLSharegroup *share_group = [external_gl_context sharegroup];
if (other_context) {
EAGLContext *external_gl_context = (EAGLContext *)
gst_gl_context_get_gl_context (other_context);
EAGLSharegroup *share_group = [external_gl_context sharegroup];
priv->eagl_context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
[share_group release];
} else {
priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
}
});
priv->eagl_context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
[share_group release];
} else {
priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
}
priv->eagl_layer = NULL;
priv->framebuffer = 0;
@ -285,16 +281,14 @@ gst_gl_context_eagl_choose_format (GstGLContext * context, GError ** error)
return TRUE;
}
dispatch_sync (dispatch_get_main_queue (), ^{
CAEAGLLayer *eagl_layer;
NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
CAEAGLLayer *eagl_layer;
NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
eagl_layer = (CAEAGLLayer *)[window_handle layer];
[eagl_layer setOpaque:YES];
[eagl_layer setDrawableProperties:dict];
});
eagl_layer = (CAEAGLLayer *)[window_handle layer];
[eagl_layer setOpaque:YES];
[eagl_layer setDrawableProperties:dict];
gst_object_unref (window);