Fix deadlock when updating Text Render layout during scene rendering

This commit is contained in:
Wojtek Figat
2025-09-30 15:46:06 +02:00
parent c46e1164d6
commit 086a49f45d
3 changed files with 20 additions and 12 deletions

View File

@@ -191,20 +191,25 @@ void SceneRendering::AddActor(Actor* a, int32& key)
void SceneRendering::UpdateActor(Actor* a, int32& key, ISceneRenderingListener::UpdateFlags flags)
{
const int32 category = a->_drawCategory;
ScopeReadLock lock(Locker); // Read-access only as list doesn't get resized (like Add/Remove do) so allow updating actors from different threads at once
bool lock = !_isRendering || ((int32)flags & (int32)ISceneRenderingListener::AutoDelayDuringRendering) == 0; // Allow updating actors during rendering
if (lock)
Locker.ReadLock(); // Read-access only as list doesn't get resized (like Add/Remove do) so allow updating actors from different threads at once
auto& list = Actors[category];
if (list.Count() <= key || key < 0) // Ignore invalid key softly
return;
auto& e = list[key];
if (e.Actor == a)
if (list.Count() > key && key >= 0) // Ignore invalid key softly
{
for (auto* listener : _listeners)
listener->OnSceneRenderingUpdateActor(a, e.Bounds, flags);
if (flags & ISceneRenderingListener::Layer)
e.LayerMask = a->GetLayerMask();
if (flags & ISceneRenderingListener::Bounds)
e.Bounds = a->GetSphere();
auto& e = list[key];
if (e.Actor == a)
{
for (auto* listener : _listeners)
listener->OnSceneRenderingUpdateActor(a, e.Bounds, flags);
if (flags & ISceneRenderingListener::Layer)
e.LayerMask = a->GetLayerMask();
if (flags & ISceneRenderingListener::Bounds)
e.Bounds = a->GetSphere();
}
}
if (lock)
Locker.ReadUnlock();
}
void SceneRendering::RemoveActor(Actor* a, int32& key)

View File

@@ -55,6 +55,7 @@ public:
Bounds = 2,
Layer = 4,
StaticFlags = 8,
AutoDelayDuringRendering = 16, // Conditionally allow updating data during rendering when writes are locked
Auto = Visual | Bounds | Layer,
};
@@ -68,6 +69,8 @@ public:
virtual void OnSceneRenderingClear(SceneRendering* scene) = 0;
};
DECLARE_ENUM_OPERATORS(ISceneRenderingListener::UpdateFlags);
/// <summary>
/// Scene rendering helper subsystem that boosts the level rendering by providing efficient objects cache and culling implementation.
/// </summary>

View File

@@ -352,7 +352,7 @@ void TextRender::UpdateLayout()
BoundingBox::Transform(_localBox, _transform, _box);
BoundingSphere::FromBox(_box, _sphere);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, ISceneRenderingListener::Auto | ISceneRenderingListener::AutoDelayDuringRendering);
}
bool TextRender::HasContentLoaded() const