that was a nasty crash

os memory exception because memory that was being sent to the gpu was getting modified by another thread
This commit is contained in:
JozsefA 2021-01-23 23:32:23 -08:00
parent ebd20f5173
commit 59e29ac958

View file

@ -102,7 +102,7 @@ public class LightVolume {
* Completely (re)populate this volume with block and sky lighting data.
* This is expensive and should be avoided.
*/
public void initialize(ILightReader world) {
public synchronized void initialize(ILightReader world) {
BlockPos.Mutable pos = new BlockPos.Mutable();
int shiftX = textureVolume.minX;
@ -125,7 +125,7 @@ public class LightVolume {
* Copy block light from the world into this volume.
* @param worldVolume the region in the world to copy data from.
*/
public void copyBlock(ILightReader world, GridAlignedBB worldVolume) {
public synchronized void copyBlock(ILightReader world, GridAlignedBB worldVolume) {
BlockPos.Mutable pos = new BlockPos.Mutable();
int xShift = textureVolume.minX;
@ -147,7 +147,7 @@ public class LightVolume {
* Copy sky light from the world into this volume.
* @param worldVolume the region in the world to copy data from.
*/
public void copySky(ILightReader world, GridAlignedBB worldVolume) {
public synchronized void copySky(ILightReader world, GridAlignedBB worldVolume) {
BlockPos.Mutable pos = new BlockPos.Mutable();
int xShift = textureVolume.minX;
@ -177,11 +177,15 @@ public class LightVolume {
GL11.glTexParameteri(GL13.GL_TEXTURE_3D, GL13.GL_TEXTURE_WRAP_R, GL20.GL_MIRRORED_REPEAT);
GL11.glTexParameteri(GL13.GL_TEXTURE_3D, GL13.GL_TEXTURE_WRAP_T, GL20.GL_MIRRORED_REPEAT);
if (bufferDirty) {
GL12.glTexImage3D(GL12.GL_TEXTURE_3D, 0, GL40.GL_RG8, textureVolume.sizeX(), textureVolume.sizeY(), textureVolume.sizeZ(), 0, GL40.GL_RG, GL40.GL_UNSIGNED_BYTE, lightData);
uploadTexture();
bufferDirty = false;
}
}
private synchronized void uploadTexture() {
GL12.glTexImage3D(GL12.GL_TEXTURE_3D, 0, GL40.GL_RG8, textureVolume.sizeX(), textureVolume.sizeY(), textureVolume.sizeZ(), 0, GL40.GL_RG, GL40.GL_UNSIGNED_BYTE, lightData);
}
public void release() {
GL12.glBindTexture(GL12.GL_TEXTURE_3D, 0);
}