Polish interaction between windowing, input and rendering
- Adapt GL make/release API to the current architecture. - Fix DisplayServer being locked while dispatching input (prevent deadlocks).
This commit is contained in:
parent
1b104ffcd8
commit
c28f5901c7
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@ -260,21 +260,6 @@ void EGLManager::release_current() {
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eglMakeCurrent(current_display.egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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}
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void EGLManager::make_current() {
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if (!current_window) {
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return;
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}
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if (!current_window->initialized) {
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WARN_PRINT("Current OpenGL window is uninitialized!");
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return;
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}
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GLDisplay ¤t_display = displays[current_window->gldisplay_id];
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eglMakeCurrent(current_display.egl_display, current_window->egl_surface, current_window->egl_surface, current_display.egl_context);
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}
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void EGLManager::swap_buffers() {
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if (!current_window) {
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return;
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@ -98,7 +98,6 @@ public:
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void window_destroy(DisplayServer::WindowID p_window_id);
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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@ -1174,14 +1174,6 @@ void DisplayServerWayland::release_rendering_thread() {
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#endif
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}
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void DisplayServerWayland::make_rendering_thread() {
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#ifdef GLES3_ENABLED
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if (egl_manager) {
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egl_manager->make_current();
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}
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#endif
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}
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void DisplayServerWayland::swap_buffers() {
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#ifdef GLES3_ENABLED
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if (egl_manager) {
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@ -276,7 +276,6 @@ public:
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virtual void process_events() override;
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virtual void release_rendering_thread() override;
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virtual void make_rendering_thread() override;
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virtual void swap_buffers() override;
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virtual void set_context(Context p_context) override;
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@ -4268,7 +4268,7 @@ bool DisplayServerX11::_window_focus_check() {
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}
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void DisplayServerX11::process_events() {
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_THREAD_SAFE_METHOD_
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_THREAD_SAFE_LOCK_
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#ifdef DISPLAY_SERVER_X11_DEBUG_LOGS_ENABLED
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static int frame = 0;
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@ -5097,6 +5097,8 @@ void DisplayServerX11::process_events() {
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*/
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}
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_THREAD_SAFE_UNLOCK_
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Input::get_singleton()->flush_buffered_events();
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}
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@ -5111,17 +5113,6 @@ void DisplayServerX11::release_rendering_thread() {
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#endif
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}
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void DisplayServerX11::make_rendering_thread() {
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#if defined(GLES3_ENABLED)
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if (gl_manager) {
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gl_manager->make_current();
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}
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if (gl_manager_egl) {
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gl_manager_egl->make_current();
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}
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#endif
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}
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void DisplayServerX11::swap_buffers() {
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#if defined(GLES3_ENABLED)
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if (gl_manager) {
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@ -526,7 +526,6 @@ public:
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virtual void process_events() override;
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virtual void release_rendering_thread() override;
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virtual void make_rendering_thread() override;
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virtual void swap_buffers() override;
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virtual void set_context(Context p_context) override;
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@ -311,20 +311,6 @@ void GLManager_X11::window_make_current(DisplayServer::WindowID p_window_id) {
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_internal_set_current_window(&win);
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}
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void GLManager_X11::make_current() {
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if (!_current_window) {
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return;
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}
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if (!_current_window->in_use) {
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WARN_PRINT("current window not in use!");
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return;
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}
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const GLDisplay &disp = get_current_display();
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if (!glXMakeCurrent(_x_windisp.x11_display, _x_windisp.x11_window, disp.context->glx_context)) {
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ERR_PRINT("glXMakeCurrent failed");
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}
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}
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void GLManager_X11::swap_buffers() {
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if (!_current_window) {
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return;
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@ -117,7 +117,6 @@ public:
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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@ -426,7 +426,6 @@ public:
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virtual void force_process_and_drop_events() override;
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virtual void release_rendering_thread() override;
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virtual void make_rendering_thread() override;
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virtual void swap_buffers() override;
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virtual void set_native_icon(const String &p_filename) override;
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@ -358,7 +358,6 @@ void DisplayServerMacOS::_dispatch_input_events(const Ref<InputEvent> &p_event)
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}
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void DisplayServerMacOS::_dispatch_input_event(const Ref<InputEvent> &p_event) {
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_THREAD_SAFE_METHOD_
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if (!in_dispatch_input_event) {
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in_dispatch_input_event = true;
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@ -2986,7 +2985,7 @@ Key DisplayServerMacOS::keyboard_get_label_from_physical(Key p_keycode) const {
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}
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void DisplayServerMacOS::process_events() {
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_THREAD_SAFE_METHOD_
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_THREAD_SAFE_LOCK_
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while (true) {
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NSEvent *event = [NSApp
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@ -3019,7 +3018,9 @@ void DisplayServerMacOS::process_events() {
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if (!drop_events) {
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_process_key_events();
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_THREAD_SAFE_UNLOCK_
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Input::get_singleton()->flush_buffered_events();
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_THREAD_SAFE_LOCK_
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}
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for (KeyValue<WindowID, WindowData> &E : windows) {
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@ -3045,6 +3046,8 @@ void DisplayServerMacOS::process_events() {
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}
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}
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}
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_THREAD_SAFE_UNLOCK_
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}
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void DisplayServerMacOS::force_process_and_drop_events() {
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@ -3056,9 +3059,14 @@ void DisplayServerMacOS::force_process_and_drop_events() {
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}
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void DisplayServerMacOS::release_rendering_thread() {
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}
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void DisplayServerMacOS::make_rendering_thread() {
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#if defined(GLES3_ENABLED)
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if (gl_manager_angle) {
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gl_manager_angle->release_current();
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}
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if (gl_manager_legacy) {
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gl_manager_legacy->release_current();
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}
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#endif
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}
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void DisplayServerMacOS::swap_buffers() {
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@ -73,7 +73,6 @@ public:
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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@ -117,6 +117,7 @@ void GLManagerLegacy_MacOS::release_current() {
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}
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[NSOpenGLContext clearCurrentContext];
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current_window = DisplayServer::INVALID_WINDOW_ID;
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}
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void GLManagerLegacy_MacOS::window_make_current(DisplayServer::WindowID p_window_id) {
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@ -133,18 +134,6 @@ void GLManagerLegacy_MacOS::window_make_current(DisplayServer::WindowID p_window
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current_window = p_window_id;
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}
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void GLManagerLegacy_MacOS::make_current() {
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if (current_window == DisplayServer::INVALID_WINDOW_ID) {
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return;
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}
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if (!windows.has(current_window)) {
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return;
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}
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GLWindow &win = windows[current_window];
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[win.context makeCurrentContext];
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}
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void GLManagerLegacy_MacOS::swap_buffers() {
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GLWindow &win = windows[current_window];
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[win.context flushBuffer];
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@ -2962,7 +2962,7 @@ String DisplayServerWindows::keyboard_get_layout_name(int p_index) const {
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}
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void DisplayServerWindows::process_events() {
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_THREAD_SAFE_METHOD_
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_THREAD_SAFE_LOCK_
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MSG msg;
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@ -2977,7 +2977,10 @@ void DisplayServerWindows::process_events() {
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if (!drop_events) {
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_process_key_events();
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_THREAD_SAFE_UNLOCK_
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Input::get_singleton()->flush_buffered_events();
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} else {
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_THREAD_SAFE_UNLOCK_
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}
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}
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@ -2990,9 +2993,14 @@ void DisplayServerWindows::force_process_and_drop_events() {
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}
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void DisplayServerWindows::release_rendering_thread() {
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}
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void DisplayServerWindows::make_rendering_thread() {
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#if defined(GLES3_ENABLED)
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if (gl_manager_angle) {
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gl_manager_angle->release_current();
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}
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if (gl_manager_native) {
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gl_manager_native->release_current();
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}
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#endif
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}
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void DisplayServerWindows::swap_buffers() {
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@ -3433,7 +3441,6 @@ void DisplayServerWindows::_dispatch_input_events(const Ref<InputEvent> &p_event
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}
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void DisplayServerWindows::_dispatch_input_event(const Ref<InputEvent> &p_event) {
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_THREAD_SAFE_METHOD_
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if (in_dispatch_input_event) {
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return;
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}
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@ -679,7 +679,6 @@ public:
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virtual void force_process_and_drop_events() override;
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virtual void release_rendering_thread() override;
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virtual void make_rendering_thread() override;
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virtual void swap_buffers() override;
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virtual void set_native_icon(const String &p_filename) override;
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@ -427,10 +427,6 @@ Error GLManagerNative_Windows::window_create(DisplayServer::WindowID p_window_id
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return OK;
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}
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void GLManagerNative_Windows::_internal_set_current_window(GLWindow *p_win) {
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_current_window = p_win;
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}
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void GLManagerNative_Windows::window_destroy(DisplayServer::WindowID p_window_id) {
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GLWindow &win = get_window(p_window_id);
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if (_current_window == &win) {
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@ -447,6 +443,8 @@ void GLManagerNative_Windows::release_current() {
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if (!gd_wglMakeCurrent(_current_window->hDC, nullptr)) {
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ERR_PRINT("Could not detach OpenGL context from window marked current: " + format_error_message(GetLastError()));
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}
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_current_window = nullptr;
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}
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void GLManagerNative_Windows::window_make_current(DisplayServer::WindowID p_window_id) {
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@ -467,17 +465,7 @@ void GLManagerNative_Windows::window_make_current(DisplayServer::WindowID p_wind
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ERR_PRINT("Could not switch OpenGL context to other window: " + format_error_message(GetLastError()));
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}
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_internal_set_current_window(&win);
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}
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void GLManagerNative_Windows::make_current() {
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if (!_current_window) {
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return;
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}
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const GLDisplay &disp = get_current_display();
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if (!gd_wglMakeCurrent(_current_window->hDC, disp.hRC)) {
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ERR_PRINT("Could not switch OpenGL context to window marked current: " + format_error_message(GetLastError()));
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}
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_current_window = &win;
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}
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void GLManagerNative_Windows::swap_buffers() {
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@ -491,7 +479,6 @@ Error GLManagerNative_Windows::initialize() {
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void GLManagerNative_Windows::set_use_vsync(DisplayServer::WindowID p_window_id, bool p_use) {
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GLWindow &win = get_window(p_window_id);
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GLWindow *current = _current_window;
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if (&win != _current_window) {
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window_make_current(p_window_id);
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@ -506,11 +493,6 @@ void GLManagerNative_Windows::set_use_vsync(DisplayServer::WindowID p_window_id,
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} else {
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WARN_PRINT("Could not set V-Sync mode. V-Sync is not supported.");
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}
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if (current != _current_window) {
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_current_window = current;
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make_current();
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}
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}
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bool GLManagerNative_Windows::is_using_vsync(DisplayServer::WindowID p_window_id) const {
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@ -68,9 +68,6 @@ private:
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PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = nullptr;
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// funcs
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void _internal_set_current_window(GLWindow *p_win);
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GLWindow &get_window(unsigned int id) { return _windows[id]; }
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const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
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@ -91,7 +88,6 @@ public:
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) {}
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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@ -1579,6 +1579,7 @@ bool Window::_can_consume_input_events() const {
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}
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void Window::_window_input(const Ref<InputEvent> &p_ev) {
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ERR_MAIN_THREAD_GUARD;
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if (EngineDebugger::is_active()) {
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// Quit from game window using the stop shortcut (F8 by default).
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// The custom shortcut is provided via environment variable when running from the editor.
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@ -697,10 +697,6 @@ void DisplayServer::release_rendering_thread() {
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WARN_PRINT("Rendering thread not supported by this display server.");
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}
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void DisplayServer::make_rendering_thread() {
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WARN_PRINT("Rendering thread not supported by this display server.");
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}
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void DisplayServer::swap_buffers() {
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WARN_PRINT("Swap buffers not supported by this display server.");
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}
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@ -559,7 +559,6 @@ public:
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virtual void force_process_and_drop_events();
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virtual void release_rendering_thread();
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virtual void make_rendering_thread();
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virtual void swap_buffers();
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virtual void set_native_icon(const String &p_filename);
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@ -96,7 +96,6 @@ void PhysicsServer2DWrapMT::end_sync() {
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void PhysicsServer2DWrapMT::init() {
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if (create_thread) {
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//OS::get_singleton()->release_rendering_thread();
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thread.start(_thread_callback, this);
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while (!step_thread_up.is_set()) {
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OS::get_singleton()->delay_usec(1000);
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@ -96,7 +96,6 @@ void PhysicsServer3DWrapMT::end_sync() {
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void PhysicsServer3DWrapMT::init() {
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if (create_thread) {
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//OS::get_singleton()->release_rendering_thread();
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thread.start(_thread_callback, this);
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while (!step_thread_up) {
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OS::get_singleton()->delay_usec(1000);
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@ -356,8 +356,7 @@ void RenderingServerDefault::_thread_callback(void *_instance) {
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void RenderingServerDefault::_thread_loop() {
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server_thread = Thread::get_caller_id();
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DisplayServer::get_singleton()->make_rendering_thread();
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DisplayServer::get_singleton()->gl_window_make_current(DisplayServer::MAIN_WINDOW_ID); // Move GL to this thread.
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_init();
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draw_thread_up.set();
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