I'm having some difficulty understanding how data would flow or get inserted into a multi-threaded opengl renderer where there is a thread pool and a render thread and an update thread (possibly main). My understanding is that the threadpool will continually execute jobs, assemble these and when done send them off to be rendered where I can further sort these and achieve some cheap form of statelessness. I don't want anything overly complicated or too fine grained, fibers, job stealing etc. My end goal is to simply have my renderer isolated in its own thread and only concerned with drawing and swapping buffers.
My questions are:
1. At what point in this pipeline are resources created?
Say I have a
class CCommandList
{
void SetVertexBuffer(...);
void SetIndexBuffer(...);
void SetVertexShader(...);
void SetPixelShader(...);
}
borrowed from an existing post here. I would need to generate a VAO at some point and call glGenBuffers etc especially if I start with an empty scene. If my context lives on another thread, how do I call these commands if the command list is only supposed to be a collection of state and what command to use. I don't think that the render thread should do this and somehow add a task to the queue or am I wrong?
Or could I do some variation where I do the loading in a thread with shared context and from there generate a command that has the handle to the resources needed.
2. How do I know all my jobs are done.
I'm working with C++, is this as simple as knowing how many objects there are in the scene, for every task that gets added increment a counter and when it matches aforementioned count I signal the renderer that the command list is ready? I was thinking a condition_variable or something would suffice to alert the renderthread that work is ready.
3. Does all work come from a singular queue that the thread pool constantly cycles over?
With the notion of jobs, we are basically sending the same work repeatedly right? Do all jobs need to be added to a single persistent queue to be submitted over and over again?
4. Are resources destroyed with commands?
Likewise with initializing and assuming #3 is correct, removing an item from the scene would mean removing it from the job queue, no? Would I need to send a onetime command to the renderer to cleanup?