Prevent OpenGL from re-using buffer vals

Skip GAL buffer numbers (presumed) when allocating 3d viewer buffers

Fixes https://gitlab.com/kicad/code/kicad/issues/8915
This commit is contained in:
Seth Hillbrand 2021-12-01 13:35:27 -08:00
parent 3c0b10b022
commit 4814614d6d
1 changed files with 14 additions and 3 deletions

View File

@ -94,6 +94,20 @@ MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
static_cast<unsigned int>( a3DModel.m_MaterialsSize ) );
auto start_time = std::chrono::high_resolution_clock::now();
GLuint buffers[8];
/**
* WARNING: Horrible hack here!
* Somehow, buffer values are being shared between pcbnew and the 3d viewer, which then frees
* the buffer, resulting in errors in pcbnew. To resolve this temporarily, we generate
* extra buffers in 3dviewer and use the higher numbers. These are freed on close.
* todo: Correctly separate the OpenGL contexts to prevent overlapping buffer vals
*/
glGenBuffers( 6, buffers );
m_bbox_vertex_buffer = buffers[2];
m_bbox_index_buffer = buffers[3];
m_vertex_buffer = buffers[4];
m_index_buffer = buffers[5];
// Validate a3DModel pointers
wxASSERT( a3DModel.m_Materials != nullptr );
@ -260,7 +274,6 @@ MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * bbox_tmp_vertices.size(),
bbox_tmp_vertices.data(), GL_STATIC_DRAW );
glGenBuffers( 1, &m_bbox_index_buffer );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_bbox_index_buffer );
if( bbox_tmp_vertices.size() <= std::numeric_limits<GLushort>::max() )
@ -295,7 +308,6 @@ MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
wxLogTrace( m_logTrace, wxT( " total %u vertices, %u indices" ),
total_vertex_count, total_index_count );
glGenBuffers( 1, &m_vertex_buffer );
glBindBuffer( GL_ARRAY_BUFFER, m_vertex_buffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( VERTEX ) * total_vertex_count,
nullptr, GL_STATIC_DRAW );
@ -355,7 +367,6 @@ MODEL_3D::MODEL_3D( const S3DMODEL& a3DModel, MATERIAL_MODE aMaterialMode )
vtx_offset += mg.m_vertices.size() * sizeof( VERTEX );
}
glGenBuffers( 1, &m_index_buffer );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_index_buffer );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, idx_size * total_index_count, tmp_idx.get(),
GL_STATIC_DRAW );