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Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread.
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@ -1051,6 +1051,19 @@ void OpenGLBackend::DrawMouseCursor()
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void OpenGLBackend::PopulateCursorCache()
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{
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if (this->clear_cursor_cache) {
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/* We have a pending cursor cache clear to do first. */
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this->clear_cursor_cache = false;
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this->last_sprite_pal = (PaletteID)-1;
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Sprite *sp;
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while ((sp = this->cursor_cache.Pop()) != nullptr) {
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OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
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sprite->~OpenGLSprite();
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free(sp);
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}
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}
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for (uint i = 0; i < _cursor.sprite_count; ++i) {
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SpriteID sprite = _cursor.sprite_seq[i].sprite;
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@ -1070,14 +1083,11 @@ void OpenGLBackend::PopulateCursorCache()
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*/
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void OpenGLBackend::ClearCursorCache()
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{
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this->last_sprite_pal = (PaletteID)-1;
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Sprite *sp;
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while ((sp = this->cursor_cache.Pop()) != nullptr) {
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OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
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sprite->~OpenGLSprite();
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free(sp);
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}
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/* If the game loop is threaded, this function might be called
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* from the game thread. As we can call OpenGL functions only
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* on the main thread, just set a flag that is handled the next
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* time we prepare the cursor cache for drawing. */
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this->clear_cursor_cache = true;
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}
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/**
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@ -63,6 +63,7 @@ private:
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LRUCache<SpriteID, Sprite> cursor_cache; ///< Cache of encoded cursor sprites.
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PaletteID last_sprite_pal = (PaletteID)-1; ///< Last uploaded remap palette.
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bool clear_cursor_cache = false; ///< A clear of the cursor cache is pending.
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OpenGLBackend();
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~OpenGLBackend();
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