[Bf-committers] EGL_CONTEXT_LOST and GL_ARB_create_context_robustness

Brecht Van Lommel brechtvanlommel at pandora.be
Wed Jul 31 16:38:23 CEST 2013

On Wed, Jul 31, 2013 at 2:58 PM, Jason Wilkins
<jason.a.wilkins at gmail.com> wrote:
> I'd rather centralize the zeroing out so it isn't ad-hoc.  It could be as
> simple as a gpuGenTextures that returns GLuint* instead of GLuint.  Then
> all that is needed is a std::vector of GLuint held in a central location
> that can be zeroed out when there is a context loss.
> The owner of a resource should restore it if it is zero and if something
> isn't the owner it should maybe skip whatever it was doing if it finds the
> resource missing (it will probably be there next frame).
> If it is a problem for resources with multiple owners to pass the buck on
> restoring it, then maybe a pseudo owner should be made that is guaranteed
> to restore it if it is missing, and do so before anybody else needs it.  Or
> maybe I'm naive and this needs some kind of dependency graph...  I doubt it.
> Some type safety could be added by putting the IDs in a struct.
> struct GPUtexID { GLuint* texID; };
> struct GPUvboID { GLuint* vboID };
> etc.
> Then you have gpuGenTextures(GLuint n, GPUtexID* idOut);
> I don't think the problem is centralizing the zeroing out process.  I think
> the problem is making sure all the code that uses resource is ready to
> restore it.

This is why I think it should be a higher level thing than wrapping
the OpenGL functions. We already have some higher level wrappers for
OpenGL data and they would need to be freed entirely, I think we
should build things at that level, zeroing out ids is not enough.


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