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Fixed problems with Hydra render delegates during launch of Houdini #32

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Commits on Apr 11, 2024

  1. Fixed problems with Hydra render delegates during launch of Houdini

    There are a couple of issues I noticed with the setting of the Hydra render delegate when Houdini is launched.
    
    First, XUSD_ImagingEngineGL::SetRendererPlugin() is called numerous times with the renderer ping-ponging between the
    default renderer (HD_HoudiniRendererPlugin aka Houdini GL), and our custom render delegate (ChmRendererPlugin aka
    Chimera). This causes the render delegates (and their associated plugins) to be constructed and destructed multiple
    times.
    
    The big problem we were having with this was that during the construction, destruction, and setting of render delegates
    (and their associated plugins), a shared context is created which subsequently becomes invalid when the plugin that
    created it is destructed. And since the shared context can only be initialized once (see
    GlfGLContextRegistry::GetShared()) every time somebody wants to use it, they get an invalid context.
    
    The underlying problems and solutions are twofold:
    1. The XUSD_ImagingEngineGL constructor was calling _InitGL() (which creates the shared context) before the
       GlfGLContextRegistry (which is used to create the shared context) had been initialized. The fix for this was
       to move the call to _InitGL() to the end of the constructor.
    2. The XUSD_ImagingEngineGL constructor was always setting the renderer plugin to the default (which is
       HD_HoudiniRendererPlugin) and this was later being changed to the desired renderer plugin in
       HUSD_Imaging::setupRenderer(). The fix for this was to pass the desired renderer plugin (name) to the
       XUSD_ImagingEngineGL constructor from HUSD_Imaging::setupRenderer().
    mclam009 committed Apr 11, 2024
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