From d6b67758881ba24d532d42e211a5fddcc1cdd309 Mon Sep 17 00:00:00 2001 From: Michael Lutz Date: Sat, 16 Jan 2021 16:43:11 +0100 Subject: Change: Lock the video buffer when drawing inside the game loop to properly account for threaded drawing. --- src/video/win32_v.h | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) (limited to 'src/video/win32_v.h') diff --git a/src/video/win32_v.h b/src/video/win32_v.h index 6b62ea0ee..72736ec84 100644 --- a/src/video/win32_v.h +++ b/src/video/win32_v.h @@ -11,11 +11,13 @@ #define VIDEO_WIN32_H #include "video_driver.hpp" +#include +#include /** Base class for Windows video drivers. */ class VideoDriver_Win32Base : public VideoDriver { public: - VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false) {} + VideoDriver_Win32Base() : main_wnd(nullptr), fullscreen(false), draw_mutex(nullptr), draw_signal(nullptr) {} void Stop() override; @@ -36,9 +38,16 @@ public: void EditBoxLostFocus() override; protected: - HWND main_wnd; ///< Handle to system window. - bool fullscreen; ///< Whether to use (true) fullscreen mode. - Rect dirty_rect; ///< Region of the screen that needs redrawing. + HWND main_wnd; ///< Handle to system window. + bool fullscreen; ///< Whether to use (true) fullscreen mode. + Rect dirty_rect; ///< Region of the screen that needs redrawing. + + bool draw_threaded; ///< Whether the drawing is/may be done in a separate thread. + bool buffer_locked; ///< Video buffer was locked by the main thread. + volatile bool draw_continue; ///< Should we keep continue drawing? + + std::recursive_mutex *draw_mutex; ///< Mutex to keep the access to the shared memory controlled. + std::condition_variable_any *draw_signal; ///< Signal to draw the next frame. Dimension GetScreenSize() const override; float GetDPIScale() override; -- cgit v1.2.3-54-g00ecf