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internal/buffered: bug fix: functions were not concurrent-safe
Before this change, `delayedCommandsFlushed` was set as 1 BEFORE buffered commands were flushed. This meant that a function call and a command being flushed were not concurrent-safe. This change fixes this issue by changing the timing of setting `delayedCommandsFlushed` as 1 to the later time after flushing the buffered commands. Closes #2580
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ea7d007df9
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@ -30,34 +30,22 @@ var (
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)
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func flushDelayedCommands() {
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fs := getDelayedFuncsAndClear()
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for _, f := range fs {
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f()
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}
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}
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func getDelayedFuncsAndClear() []func() {
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if atomic.LoadUint32(&delayedCommandsFlushed) == 0 {
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// Outline the slow-path to expect the fast-path is inlined.
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return getDelayedFuncsAndClearSlow()
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flushDelayedCommandsSlow()
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}
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return nil
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}
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func getDelayedFuncsAndClearSlow() []func() {
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func flushDelayedCommandsSlow() {
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delayedCommandsM.Lock()
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defer delayedCommandsM.Unlock()
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if delayedCommandsFlushed == 0 {
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defer atomic.StoreUint32(&delayedCommandsFlushed, 1)
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fs := make([]func(), len(delayedCommands))
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copy(fs, delayedCommands)
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delayedCommands = nil
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return fs
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for _, f := range delayedCommands {
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f()
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}
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delayedCommandsFlushed = 1
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}
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return nil
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}
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// maybeCanAddDelayedCommand returns false if the delayed commands cannot be added.
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@ -72,9 +60,7 @@ func tryAddDelayedCommand(f func()) bool {
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defer delayedCommandsM.Unlock()
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if delayedCommandsFlushed == 0 {
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delayedCommands = append(delayedCommands, func() {
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f()
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})
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delayedCommands = append(delayedCommands, f)
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return true
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}
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@ -56,11 +56,15 @@ func NewImage(width, height int, imageType atlas.ImageType) *Image {
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func (i *Image) initialize(imageType atlas.ImageType) {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() {
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i.initialize(imageType)
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i.initializeImpl(imageType)
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}) {
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return
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}
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}
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i.initializeImpl(imageType)
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}
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func (i *Image) initializeImpl(imageType atlas.ImageType) {
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i.img = atlas.NewImage(i.width, i.height, imageType)
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}
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@ -71,11 +75,15 @@ func (i *Image) invalidatePixels() {
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func (i *Image) MarkDisposed() {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() {
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i.MarkDisposed()
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i.markDisposedImpl()
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}) {
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return
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}
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}
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i.markDisposedImpl()
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}
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func (i *Image) markDisposedImpl() {
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i.invalidatePixels()
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i.img.MarkDisposed()
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}
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@ -127,12 +135,15 @@ func (i *Image) WritePixels(pix []byte, x, y, width, height int) {
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copied := make([]byte, len(pix))
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copy(copied, pix)
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if tryAddDelayedCommand(func() {
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i.WritePixels(copied, x, y, width, height)
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i.writePixelsImpl(copied, x, y, width, height)
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}) {
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return
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}
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}
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i.writePixelsImpl(pix, x, y, width, height)
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}
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func (i *Image) writePixelsImpl(pix []byte, x, y, width, height int) {
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i.invalidatePixels()
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i.img.WritePixels(pix, x, y, width, height)
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}
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@ -155,12 +166,15 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageCount]*Image, vertices [
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us := make([]uint32, len(uniforms))
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copy(us, uniforms)
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if tryAddDelayedCommand(func() {
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i.DrawTriangles(srcs, vs, is, blend, dstRegion, srcRegion, subimageOffsets, shader, us, evenOdd)
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i.drawTrianglesImpl(srcs, vs, is, blend, dstRegion, srcRegion, subimageOffsets, shader, us, evenOdd)
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}) {
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return
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}
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}
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i.drawTrianglesImpl(srcs, vertices, indices, blend, dstRegion, srcRegion, subimageOffsets, shader, uniforms, evenOdd)
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}
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func (i *Image) drawTrianglesImpl(srcs [graphics.ShaderImageCount]*Image, vertices []float32, indices []uint16, blend graphicsdriver.Blend, dstRegion, srcRegion graphicsdriver.Region, subimageOffsets [graphics.ShaderImageCount - 1][2]float32, shader *Shader, uniforms []uint32, evenOdd bool) {
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var imgs [graphics.ShaderImageCount]*atlas.Image
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for i, img := range srcs {
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if img == nil {
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@ -186,22 +200,30 @@ func NewShader(ir *shaderir.Program) *Shader {
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func (s *Shader) initialize(ir *shaderir.Program) {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() {
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s.initialize(ir)
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s.initializeImpl(ir)
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}) {
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return
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}
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}
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s.initializeImpl(ir)
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}
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func (s *Shader) initializeImpl(ir *shaderir.Program) {
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s.shader = atlas.NewShader(ir)
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}
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func (s *Shader) MarkDisposed() {
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if maybeCanAddDelayedCommand() {
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if tryAddDelayedCommand(func() {
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s.MarkDisposed()
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s.markDisposedImpl()
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}) {
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return
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}
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}
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s.markDisposedImpl()
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}
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func (s *Shader) markDisposedImpl() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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