OpenGL: Avoid data races around _cursor
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@@ -1053,18 +1053,20 @@ void OpenGLBackend::Paint()
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*/
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void OpenGLBackend::DrawMouseCursor()
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{
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if (!this->cursor_in_window) return;
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/* Draw cursor on screen */
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_cur_dpi = &_screen;
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for (uint i = 0; i < _cursor.sprite_count; ++i) {
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SpriteID sprite = _cursor.sprite_seq[i].sprite;
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for (uint i = 0; i < this->cursor_sprite_count; ++i) {
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SpriteID sprite = this->cursor_sprite_seq[i].sprite;
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/* Sprites are cached by PopulateCursorCache(). */
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if (this->cursor_cache.Contains(sprite)) {
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Sprite *spr = this->cursor_cache.Get(sprite);
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this->RenderOglSprite((OpenGLSprite *)spr->data, _cursor.sprite_seq[i].pal,
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_cursor.pos.x + _cursor.sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
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_cursor.pos.y + _cursor.sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
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this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal,
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this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
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this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
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ZOOM_LVL_GUI);
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}
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}
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@@ -1085,7 +1087,13 @@ void OpenGLBackend::PopulateCursorCache()
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}
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}
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this->cursor_pos = _cursor.pos;
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this->cursor_sprite_count = _cursor.sprite_count;
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this->cursor_in_window = _cursor.in_window;
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for (uint i = 0; i < _cursor.sprite_count; ++i) {
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this->cursor_sprite_seq[i] = _cursor.sprite_seq[i];
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this->cursor_sprite_pos[i] = _cursor.sprite_pos[i];
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SpriteID sprite = _cursor.sprite_seq[i].sprite;
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if (!this->cursor_cache.Contains(sprite)) {
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