mirror of
https://github.com/Lorenzooone/cc3dsfs.git
synced 2026-08-12 11:55:35 -05:00
Add checks to prevent issues with concurrent draws on macos
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@@ -25,7 +25,8 @@ static bool loaded_shaders = false;
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static int n_shader_refs = 0;
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static sf::Shader *base_shader;
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WindowScreen::WindowScreen(ScreenType stype, CaptureStatus* capture_status, DisplayData* display_data, AudioData* audio_data, ExtraButtonShortcuts* extra_button_shortcuts) {
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WindowScreen::WindowScreen(ScreenType stype, CaptureStatus* capture_status, DisplayData* display_data, AudioData* audio_data, ExtraButtonShortcuts* extra_button_shortcuts, ConsumerMutex *draw_lock) {
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this->draw_lock = draw_lock;
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this->m_stype = stype;
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insert_basic_crops(this->possible_crops, this->m_stype, false, false);
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insert_basic_crops(this->possible_crops_ds, this->m_stype, true, false);
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@@ -139,8 +140,10 @@ void WindowScreen::display_call(bool is_main_thread) {
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this->prepare_screen_rendering();
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if(this->m_win.isOpen()) {
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if(this->main_thread_owns_window != is_main_thread) {
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this->draw_lock->lock();
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this->m_win.setActive(true);
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this->main_thread_owns_window = is_main_thread;
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this->draw_lock->unlock();
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}
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this->window_render_call();
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}
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@@ -158,21 +161,29 @@ void WindowScreen::display_thread() {
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this->display_call(false);
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}
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}
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if(!this->main_thread_owns_window)
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if(!this->main_thread_owns_window) {
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this->draw_lock->lock();
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this->m_win.setActive(false);
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this->draw_lock->unlock();
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}
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this->done_display = true;
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}
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void WindowScreen::end() {
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if(this->main_thread_owns_window)
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if(this->main_thread_owns_window) {
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this->draw_lock->lock();
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this->m_win.setActive(false);
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this->draw_lock->unlock();
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}
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this->display_lock.unlock();
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}
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void WindowScreen::after_thread_join() {
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if(this->m_win.isOpen()) {
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this->draw_lock->lock();
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this->m_win.setActive(true);
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this->m_win.close();
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this->draw_lock->unlock();
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}
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}
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@@ -261,10 +272,11 @@ void WindowScreen::reset_operations(ScreenOperations &operations) {
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void WindowScreen::free_ownership_of_window(bool is_main_thread) {
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if(is_main_thread == this->main_thread_owns_window) {
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if(this->scheduled_work_on_window)
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this->m_win.setActive(false);
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else if(is_main_thread == this->loaded_info.async)
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if((this->scheduled_work_on_window) || (is_main_thread == this->loaded_info.async)) {
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this->draw_lock->lock();
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this->m_win.setActive(false);
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this->draw_lock->unlock();
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}
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}
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}
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@@ -359,15 +371,18 @@ bool WindowScreen::window_needs_work() {
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void WindowScreen::window_factory(bool is_main_thread) {
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if(this->loaded_operations.call_close) {
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this->draw_lock->lock();
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this->m_win.setActive(true);
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this->main_thread_owns_window = is_main_thread;
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this->m_win.close();
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while(!events_queue.empty())
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events_queue.pop();
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this->draw_lock->unlock();
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this->loaded_operations.call_close = false;
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this->loaded_operations.call_create = false;
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}
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if(this->loaded_operations.call_create) {
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this->draw_lock->lock();
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this->m_win.setActive(true);
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this->main_thread_owns_window = is_main_thread;
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bool previously_open = this->m_win.isOpen();
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@@ -394,13 +409,16 @@ void WindowScreen::window_factory(bool is_main_thread) {
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this->m_win.setPosition(prev_pos);
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this->last_window_creation_time = std::chrono::high_resolution_clock::now();
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this->update_screen_settings();
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this->draw_lock->unlock();
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this->loaded_operations.call_create = false;
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}
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if(this->m_win.isOpen()) {
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this->setWinSize(is_main_thread);
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}
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if((is_main_thread == this->main_thread_owns_window) && (this->main_thread_owns_window == this->loaded_info.async)) {
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this->draw_lock->lock();
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this->m_win.setActive(false);
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this->draw_lock->unlock();
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}
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this->update_connection();
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this->is_window_factory_done = true;
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@@ -431,10 +449,12 @@ void WindowScreen::update_texture() {
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void WindowScreen::pre_texture_conversion_processing() {
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if(this->loaded_menu == CONNECT_MENU_TYPE)
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return;
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//Place preprocessing window-specific effects here
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if(!this->capture_status->connected)
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return;
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this->draw_lock->lock();
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//Place preprocessing window-specific effects here
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this->update_texture();
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this->draw_lock->unlock();
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}
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void WindowScreen::post_texture_conversion_processing(out_rect_data &rect_data, const sf::RectangleShape &in_rect, bool actually_draw, bool is_top, bool is_debug) {
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@@ -470,6 +490,7 @@ void WindowScreen::window_bg_processing() {
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}
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void WindowScreen::display_data_to_window(bool actually_draw, bool is_debug) {
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this->draw_lock->lock();
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this->post_texture_conversion_processing(this->m_out_rect_top, this->m_in_rect_top, actually_draw, true, is_debug);
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this->post_texture_conversion_processing(this->m_out_rect_bot, this->m_in_rect_bot, actually_draw, false, is_debug);
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@@ -495,6 +516,7 @@ void WindowScreen::display_data_to_window(bool actually_draw, bool is_debug) {
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this->execute_menu_draws();
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this->notification->draw(this->m_win);
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this->m_win.display();
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this->draw_lock->unlock();
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}
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void WindowScreen::window_render_call() {
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@@ -1071,8 +1093,10 @@ void WindowScreen::setWinSize(bool is_main_thread) {
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int win_width = this->m_win.getSize().x;
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int win_height = this->m_win.getSize().y;
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if((win_width != width) || (win_height != height)) {
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this->draw_lock->lock();
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this->m_win.setActive(true);
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this->main_thread_owns_window = is_main_thread;
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this->m_win.setSize(sf::Vector2u(width, height));
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this->draw_lock->unlock();
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}
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}
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