Change: Lock the video buffer when drawing inside the game loop to properly account for threaded drawing.
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@@ -11,11 +11,13 @@
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#define VIDEO_WIN32_H
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#include "video_driver.hpp"
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#include <mutex>
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#include <condition_variable>
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/** Base class for Windows video drivers. */
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class VideoDriver_Win32Base : public VideoDriver {
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public:
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VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false) {}
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VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false), draw_mutex(nullptr), draw_signal(nullptr) {}
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void Stop() override;
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@@ -36,9 +38,16 @@ public:
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void EditBoxLostFocus() override;
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protected:
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HWND main_wnd; ///< Handle to system window.
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bool fullscreen; ///< Whether to use (true) fullscreen mode.
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Rect dirty_rect; ///< Region of the screen that needs redrawing.
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HWND main_wnd; ///< Handle to system window.
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bool fullscreen; ///< Whether to use (true) fullscreen mode.
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Rect dirty_rect; ///< Region of the screen that needs redrawing.
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bool draw_threaded; ///< Whether the drawing is/may be done in a separate thread.
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bool buffer_locked; ///< Video buffer was locked by the main thread.
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volatile bool draw_continue; ///< Should we keep continue drawing?
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std::recursive_mutex *draw_mutex; ///< Mutex to keep the access to the shared memory controlled.
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std::condition_variable_any *draw_signal; ///< Signal to draw the next frame.
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Dimension GetScreenSize() const override;
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float GetDPIScale() override;
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