OpenGL: Avoid data races around _cursor

This commit is contained in:
Jonathan G Rennison
2021-04-05 23:22:55 +01:00
parent 59daa573b5
commit 0e959a0563
5 changed files with 22 additions and 8 deletions

View File

@@ -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);
}
}
@@ -1085,7 +1087,13 @@ 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)) {