Fix: Data races on cursor state in OpenGL backends

pull/239/head
Jonathan G Rennison 3 years ago committed by Michael Lutz
parent fbd0a2e65a
commit 39b7ef31f8

@ -134,7 +134,7 @@ static bool _allowSoftware;
CGLSetCurrentContext(ctx);
OpenGLBackend::Get()->Paint();
if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
OpenGLBackend::Get()->DrawMouseCursor();
[ super drawInCGLContext:ctx pixelFormat:pf forLayerTime:t displayTime:ts ];
}

@ -1053,18 +1053,20 @@ void OpenGLBackend::Paint()
*/
void OpenGLBackend::DrawMouseCursor()
{
if (!this->cursor_in_window) return;
/* Draw cursor on screen */
_cur_dpi = &_screen;
for (uint i = 0; i < _cursor.sprite_count; ++i) {
SpriteID sprite = _cursor.sprite_seq[i].sprite;
for (uint i = 0; i < this->cursor_sprite_count; ++i) {
SpriteID sprite = this->cursor_sprite_seq[i].sprite;
/* Sprites are cached by PopulateCursorCache(). */
if (this->cursor_cache.Contains(sprite)) {
Sprite *spr = this->cursor_cache.Get(sprite);
this->RenderOglSprite((OpenGLSprite *)spr->data, _cursor.sprite_seq[i].pal,
_cursor.pos.x + _cursor.sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
_cursor.pos.y + _cursor.sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal,
this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
ZOOM_LVL_GUI);
}
}
@ -1072,6 +1074,9 @@ void OpenGLBackend::DrawMouseCursor()
void OpenGLBackend::PopulateCursorCache()
{
static_assert(lengthof(_cursor.sprite_seq) == lengthof(this->cursor_sprite_seq));
static_assert(lengthof(_cursor.sprite_pos) == lengthof(this->cursor_sprite_pos));
if (this->clear_cursor_cache) {
/* We have a pending cursor cache clear to do first. */
this->clear_cursor_cache = false;
@ -1085,7 +1090,13 @@ void OpenGLBackend::PopulateCursorCache()
}
}
this->cursor_pos = _cursor.pos;
this->cursor_sprite_count = _cursor.sprite_count;
this->cursor_in_window = _cursor.in_window;
for (uint i = 0; i < _cursor.sprite_count; ++i) {
this->cursor_sprite_seq[i] = _cursor.sprite_seq[i];
this->cursor_sprite_pos[i] = _cursor.sprite_pos[i];
SpriteID sprite = _cursor.sprite_seq[i].sprite;
if (!this->cursor_cache.Contains(sprite)) {

@ -65,6 +65,12 @@ private:
PaletteID last_sprite_pal = (PaletteID)-1; ///< Last uploaded remap palette.
bool clear_cursor_cache = false; ///< A clear of the cursor cache is pending.
Point cursor_pos; ///< Cursor position
bool cursor_in_window; ///< Cursor inside this window
PalSpriteID cursor_sprite_seq[16]; ///< Current image of cursor
Point cursor_sprite_pos[16]; ///< Relative position of individual cursor sprites
uint cursor_sprite_count; ///< Number of cursor sprites to draw
OpenGLBackend();
~OpenGLBackend();

@ -174,7 +174,7 @@ void VideoDriver_SDL_OpenGL::Paint()
}
OpenGLBackend::Get()->Paint();
if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
OpenGLBackend::Get()->DrawMouseCursor();
SDL_GL_SwapWindow(this->sdl_window);
}

@ -1454,7 +1454,7 @@ void VideoDriver_Win32OpenGL::Paint()
}
OpenGLBackend::Get()->Paint();
if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
OpenGLBackend::Get()->DrawMouseCursor();
SwapBuffers(this->dc);
}

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