I have developed an OpenGL ES 2.0 win32 application, that works fine in a single thread. But I also understand that UI thread and a rendering thread should be separate.
Currently my game loop looks something like that:
done = 0;
while(!done)
{
msg = GetMessage(..); // getting messages from OS
if(msg == QUIT) // the window has been closed
{
done = 1;
}
DispatchMessage(msg,..); //Calling KeyDown, KeyUp events to handle user input;
DrawCall(...); //Render a frame
Update(..); // Update
}
Please view it as a pseudo code, cause i don't want to bother you with details at this point.
So my next step was to turn done
into an std::atomic_int
and create a function
RenderThreadMain()
{
while(!done.load())
{
Draw(...);
}
}
and create a std::unique_ptr<std::thread> m_renderThread
variable. As you can guess nothing has worked for me so far, so i made my code as stupid and simple as possible in order to make sure i don't break anything with the order i call methods in. So right now my game loop works like this.
done.store(0);
bool created = false;
while(!done)
{
msg = GetMessage(..); // getting messages from OS
if(msg == QUIT) // the window has been closed
{
done.store(1);
}
DispatchMessage(msg,..); //Calling KeyDown, KeyUp events to handle user input;
// to make sure, that my problem is not related to the fact, that i'm rendering too early.
if(!created)
{
m_renderThread = std::make_unique<std::thread>(RenderThreadMain, ...);
created = true;
}
Update(..); // Update
}
But this doesn't work. On every draw call, when i try to somehow access or use my buffers \ textures anything else, i get the GL_INVALID_OPERATION error code.
So my guess would be, that the problem is in me calling glGenBuffers(mk_bufferNumber, m_bufferIds);
in the main thread during initialization and then calling glBindBuffer(GL_ARRAY_BUFFER, m_bufferIds[0]);
in a render thread during the draw call. (the same applies to every openGL object i have)
But I don't now if i'm right or wrong.