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-rw-r--r--indra/llrender/llimagegl.cpp91
1 files changed, 17 insertions, 74 deletions
diff --git a/indra/llrender/llimagegl.cpp b/indra/llrender/llimagegl.cpp
index cbc5392882..1b6920fe3b 100644
--- a/indra/llrender/llimagegl.cpp
+++ b/indra/llrender/llimagegl.cpp
@@ -172,31 +172,19 @@ BOOL is_little_endian()
return (*c == 0x78) ;
}
-LLImageGLThread* LLImageGLThread::sInstance = nullptr;
-
//static
void LLImageGL::initClass(LLWindow* window, S32 num_catagories, BOOL skip_analyze_alpha /* = false */)
{
LL_PROFILE_ZONE_SCOPED;
sSkipAnalyzeAlpha = skip_analyze_alpha;
- LLImageGLThread::sInstance = new LLImageGLThread(window);
- LLImageGLThread::sInstance->start();
-}
-
-//static
-void LLImageGL::updateClass()
-{
- LL_PROFILE_ZONE_SCOPED;
- LLImageGLThread::sInstance->executeCallbacks();
+ LLImageGLThread::createInstance(window);
}
//static
void LLImageGL::cleanupClass()
{
LL_PROFILE_ZONE_SCOPED;
- LLImageGLThread::sInstance->mFunctionQueue.close();
- delete LLImageGLThread::sInstance;
- LLImageGLThread::sInstance = nullptr;
+ LLImageGLThread::deleteSingleton();
}
//static
@@ -504,6 +492,9 @@ void LLImageGL::init(BOOL usemipmaps)
#endif
mCategory = -1;
+
+ // Sometimes we have to post work for the main thread.
+ mMainQueue = LL::WorkQueue::getInstance("mainloop");
}
void LLImageGL::cleanup()
@@ -1536,8 +1527,7 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_
}
//if we're on the image loading thread, be sure to delete old_texname and update mTexName on the main thread
- if (LLImageGLThread::sInstance != nullptr &&
- LLThread::currentID() == LLImageGLThread::sInstance->getID())
+ if (! on_main_thread())
{
{
LL_PROFILE_ZONE_NAMED("cglt - sync");
@@ -1554,7 +1544,9 @@ BOOL LLImageGL::createGLTexture(S32 discard_level, const U8* data_in, BOOL data_
}
ref();
- LLImageGLThread::sInstance->postCallback([=]()
+ LL::WorkQueue::postMaybe(
+ mMainQueue,
+ [=]()
{
LL_PROFILE_ZONE_NAMED("cglt - delete callback");
if (old_texname != 0)
@@ -2259,73 +2251,24 @@ void LLImageGL::resetCurTexSizebar()
*/
LLImageGLThread::LLImageGLThread(LLWindow* window)
- : LLThread("LLImageGL"), mWindow(window)
+ // We want exactly one thread, but a very large capacity: we never want
+ // anyone, especially inner-loop render code, to have to block on post()
+ // because we're full.
+ : ThreadPool("LLImageGL", 1, 1024*1024)
+ , mWindow(window)
{
mFinished = false;
mContext = mWindow->createSharedContext();
}
-// post a function to be executed on the LLImageGL background thread
-
-bool LLImageGLThread::post(const std::function<void()>& func)
-{
- try
- {
- mFunctionQueue.post(func);
- }
- catch (LLThreadSafeQueueInterrupt e)
- {
- return false;
- }
-
- return true;
-}
-
-//post a callback to be executed on the main thread
-
-bool LLImageGLThread::postCallback(const std::function<void()>& callback)
-{
- try
- {
- if (!mCallbackQueue.tryPost(callback))
- {
- mPendingCallbackQ.push(callback);
- }
- }
- catch (LLThreadSafeQueueInterrupt e)
- {
- //thread is closing, drop request
- return false;
- }
-
- return true;
-}
-
-void LLImageGLThread::executeCallbacks()
-{
- LL_PROFILE_ZONE_SCOPED;
- //executed from main thread
- mCallbackQueue.runPending();
-
- while (!mPendingCallbackQ.empty())
- {
- if (mCallbackQueue.tryPost(mPendingCallbackQ.front()))
- {
- mPendingCallbackQ.pop();
- }
- else
- {
- break;
- }
- }
-}
-
void LLImageGLThread::run()
{
+ // We must perform setup on this thread before actually servicing our
+ // WorkQueue, likewise cleanup afterwards.
mWindow->makeContextCurrent(mContext);
gGL.init();
- mFunctionQueue.runUntilClose();
+ ThreadPool::run();
gGL.shutdown();
mWindow->destroySharedContext(mContext);
}