Memory: Reference count number of clients, to support multiple independent clients in same process.

Addresses 2nd item in #976.
This commit is contained in:
John Kessenich
2017-11-16 22:48:41 -07:00
parent b63f4a3808
commit e2c15b4f6e
2 changed files with 25 additions and 6 deletions

View File

@@ -1074,21 +1074,24 @@ int singleMain()
if (Options & EOptionLinkProgram ||
Options & EOptionOutputPreprocessed) {
glslang::InitializeProcess();
glslang::InitializeProcess(); // also test reference counting of users
glslang::InitializeProcess(); // also test reference counting of users
glslang::FinalizeProcess(); // also test reference counting of users
glslang::FinalizeProcess(); // also test reference counting of users
CompileAndLinkShaderFiles(workList);
glslang::FinalizeProcess();
} else {
ShInitialize();
ShInitialize(); // also test reference counting of users
ShFinalize(); // also test reference counting of users
bool printShaderNames = workList.size() > 1;
if (Options & EOptionMultiThreaded)
{
if (Options & EOptionMultiThreaded) {
std::array<std::thread, 16> threads;
for (unsigned int t = 0; t < threads.size(); ++t)
{
for (unsigned int t = 0; t < threads.size(); ++t) {
threads[t] = std::thread(CompileShaders, std::ref(workList));
if (threads[t].get_id() == std::thread::id())
{
if (threads[t].get_id() == std::thread::id()) {
fprintf(stderr, "Failed to create thread\n");
return EFailThreadCreate;
}