1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Merge pull request #102674 from Riteo/waiting-for-frame

Wayland: Fix engine stalls while waiting frames
This commit is contained in:
Rémi Verschelde
2025-02-11 10:54:28 +01:00
2 changed files with 14 additions and 0 deletions

View File

@@ -1317,6 +1317,10 @@ void DisplayServerWayland::process_events() {
DEBUG_LOG_WAYLAND("Unsuspending from timeout.");
}
}
// Since we're not rendering, nothing is committing the windows'
// surfaces. We have to do it ourselves.
wayland_thread.commit_surfaces();
}
#ifdef DBUS_ENABLED

View File

@@ -4298,6 +4298,16 @@ bool WaylandThread::get_reset_frame() {
// Dispatches events until a frame event is received, a window is reported as
// suspended or the timeout expires.
bool WaylandThread::wait_frame_suspend_ms(int p_timeout) {
// This is a bit of a chicken and egg thing... Looks like the main event loop
// has to call its rightfully forever-blocking poll right in between
// `wl_display_prepare_read` and `wl_display_read`. This means, that it will
// basically be guaranteed to stay stuck in a "prepare read" state, where it
// will block any other attempt at reading the display fd, such as ours. The
// solution? Let's make sure the mutex is locked (it should) and unblock the
// main thread with a roundtrip!
MutexLock mutex_lock(mutex);
wl_display_roundtrip(wl_display);
if (main_window.suspended) {
// The window is suspended! The compositor is telling us _explicitly_ that we
// don't need to draw, without letting us guess through the frame event's