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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:
Pedro J. Estébanez
2024-04-09 11:47:06 +02:00
parent 1b104ffcd8
commit c28f5901c7
22 changed files with 34 additions and 112 deletions

View File

@@ -427,10 +427,6 @@ Error GLManagerNative_Windows::window_create(DisplayServer::WindowID p_window_id
return OK;
}
void GLManagerNative_Windows::_internal_set_current_window(GLWindow *p_win) {
_current_window = p_win;
}
void GLManagerNative_Windows::window_destroy(DisplayServer::WindowID p_window_id) {
GLWindow &win = get_window(p_window_id);
if (_current_window == &win) {
@@ -447,6 +443,8 @@ void GLManagerNative_Windows::release_current() {
if (!gd_wglMakeCurrent(_current_window->hDC, nullptr)) {
ERR_PRINT("Could not detach OpenGL context from window marked current: " + format_error_message(GetLastError()));
}
_current_window = nullptr;
}
void GLManagerNative_Windows::window_make_current(DisplayServer::WindowID p_window_id) {
@@ -467,17 +465,7 @@ void GLManagerNative_Windows::window_make_current(DisplayServer::WindowID p_wind
ERR_PRINT("Could not switch OpenGL context to other window: " + format_error_message(GetLastError()));
}
_internal_set_current_window(&win);
}
void GLManagerNative_Windows::make_current() {
if (!_current_window) {
return;
}
const GLDisplay &disp = get_current_display();
if (!gd_wglMakeCurrent(_current_window->hDC, disp.hRC)) {
ERR_PRINT("Could not switch OpenGL context to window marked current: " + format_error_message(GetLastError()));
}
_current_window = &win;
}
void GLManagerNative_Windows::swap_buffers() {
@@ -491,7 +479,6 @@ Error GLManagerNative_Windows::initialize() {
void GLManagerNative_Windows::set_use_vsync(DisplayServer::WindowID p_window_id, bool p_use) {
GLWindow &win = get_window(p_window_id);
GLWindow *current = _current_window;
if (&win != _current_window) {
window_make_current(p_window_id);
@@ -506,11 +493,6 @@ void GLManagerNative_Windows::set_use_vsync(DisplayServer::WindowID p_window_id,
} else {
WARN_PRINT("Could not set V-Sync mode. V-Sync is not supported.");
}
if (current != _current_window) {
_current_window = current;
make_current();
}
}
bool GLManagerNative_Windows::is_using_vsync(DisplayServer::WindowID p_window_id) const {