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https://github.com/OpenTTD/OpenTTD.git
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Codechange: use (Un)LockVideoBuffer() to manage video buffer
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parent
661eb39ecc
commit
761efbb457
@ -801,9 +801,9 @@ void VideoDriver_SDL::LoopOnce()
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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this->UnlockVideoBuffer();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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this->LockVideoBuffer();
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}
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/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
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@ -834,9 +834,9 @@ void VideoDriver_SDL::LoopOnce()
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auto now = std::chrono::steady_clock::now();
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if (next_tick > now) {
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if (_draw_mutex != nullptr) draw_lock.unlock();
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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if (_draw_mutex != nullptr) draw_lock.lock();
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this->LockVideoBuffer();
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}
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}
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#endif
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@ -986,3 +986,14 @@ Dimension VideoDriver_SDL::GetScreenSize() const
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return { static_cast<uint>(mode.w), static_cast<uint>(mode.h) };
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}
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bool VideoDriver_SDL::LockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.lock();
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return true;
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}
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void VideoDriver_SDL::UnlockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.unlock();
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}
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@ -44,6 +44,8 @@ public:
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protected:
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Dimension GetScreenSize() const override;
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void InputLoop() override;
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bool LockVideoBuffer() override;
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void UnlockVideoBuffer() override;
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private:
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int PollEvent();
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@ -706,7 +706,6 @@ void VideoDriver_SDL::MainLoop()
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CheckPaletteAnim();
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std::thread draw_thread;
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std::unique_lock<std::recursive_mutex> draw_lock;
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if (_draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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* directly in the newly created thread. */
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@ -714,7 +713,7 @@ void VideoDriver_SDL::MainLoop()
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if (_draw_mutex == nullptr) {
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_draw_threaded = false;
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} else {
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draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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this->draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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_draw_signal = new std::condition_variable_any();
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_draw_continue = true;
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@ -722,8 +721,8 @@ void VideoDriver_SDL::MainLoop()
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/* Free the mutex if we won't be able to use it. */
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if (!_draw_threaded) {
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draw_lock.unlock();
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draw_lock.release();
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this->draw_lock.unlock();
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this->draw_lock.release();
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delete _draw_mutex;
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delete _draw_signal;
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_draw_mutex = nullptr;
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@ -763,9 +762,9 @@ void VideoDriver_SDL::MainLoop()
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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this->UnlockVideoBuffer();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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this->LockVideoBuffer();
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}
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/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
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@ -794,9 +793,9 @@ void VideoDriver_SDL::MainLoop()
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auto now = std::chrono::steady_clock::now();
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if (next_tick > now) {
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if (_draw_mutex != nullptr) draw_lock.unlock();
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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if (_draw_mutex != nullptr) draw_lock.lock();
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this->LockVideoBuffer();
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}
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}
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}
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@ -806,8 +805,8 @@ void VideoDriver_SDL::MainLoop()
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/* Sending signal if there is no thread blocked
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* is very valid and results in noop */
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_draw_signal->notify_one();
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if (draw_lock.owns_lock()) draw_lock.unlock();
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draw_lock.release();
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if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
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this->draw_lock.release();
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draw_thread.join();
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delete _draw_mutex;
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@ -858,4 +857,15 @@ void VideoDriver_SDL::ReleaseBlitterLock()
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if (_draw_mutex != nullptr) _draw_mutex->unlock();
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}
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bool VideoDriver_SDL::LockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.lock();
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return true;
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}
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void VideoDriver_SDL::UnlockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.unlock();
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}
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#endif /* WITH_SDL */
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@ -39,8 +39,12 @@ public:
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protected:
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void InputLoop() override;
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bool LockVideoBuffer() override;
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void UnlockVideoBuffer() override;
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private:
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std::unique_lock<std::recursive_mutex> draw_lock;
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int PollEvent();
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bool CreateMainSurface(uint w, uint h);
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void SetupKeyboard();
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@ -161,6 +161,19 @@ protected:
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*/
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virtual void InputLoop() {}
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/**
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* Make sure the video buffer is ready for drawing.
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* @returns True if the video buffer has to be unlocked.
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*/
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virtual bool LockVideoBuffer() {
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return false;
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}
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/**
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* Unlock a previously locked video buffer.
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*/
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virtual void UnlockVideoBuffer() {}
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std::chrono::steady_clock::duration GetGameInterval()
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{
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return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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@ -1161,7 +1161,6 @@ void VideoDriver_Win32::MainLoop()
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auto next_draw_tick = cur_ticks;
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std::thread draw_thread;
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std::unique_lock<std::recursive_mutex> draw_lock;
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if (_draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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@ -1174,15 +1173,15 @@ void VideoDriver_Win32::MainLoop()
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}
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if (_draw_threaded) {
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draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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this->draw_lock = std::unique_lock<std::recursive_mutex>(*_draw_mutex);
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_draw_continue = true;
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_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &PaintWindowThread);
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/* Free the mutex if we won't be able to use it. */
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if (!_draw_threaded) {
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draw_lock.unlock();
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draw_lock.release();
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this->draw_lock.unlock();
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this->draw_lock.release();
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delete _draw_mutex;
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delete _draw_signal;
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_draw_mutex = nullptr;
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@ -1231,9 +1230,9 @@ void VideoDriver_Win32::MainLoop()
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/* The game loop is the part that can run asynchronously.
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* The rest except sleeping can't. */
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if (_draw_threaded) draw_lock.unlock();
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this->UnlockVideoBuffer();
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GameLoop();
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if (_draw_threaded) draw_lock.lock();
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this->LockVideoBuffer();
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}
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/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
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@ -1269,9 +1268,9 @@ void VideoDriver_Win32::MainLoop()
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/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
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GdiFlush();
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if (_draw_mutex != nullptr) draw_lock.unlock();
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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if (_draw_mutex != nullptr) draw_lock.lock();
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this->LockVideoBuffer();
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}
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}
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}
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@ -1281,8 +1280,8 @@ void VideoDriver_Win32::MainLoop()
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/* Sending signal if there is no thread blocked
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* is very valid and results in noop */
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_draw_signal->notify_all();
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if (draw_lock.owns_lock()) draw_lock.unlock();
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draw_lock.release();
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if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
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this->draw_lock.release();
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draw_thread.join();
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delete _draw_mutex;
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@ -1383,3 +1382,14 @@ float VideoDriver_Win32::GetDPIScale()
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return cur_dpi > 0 ? cur_dpi / 96.0f : 1.0f; // Default Windows DPI value is 96.
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}
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bool VideoDriver_Win32::LockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.lock();
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return true;
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}
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void VideoDriver_Win32::UnlockVideoBuffer()
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{
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if (_draw_threaded) this->draw_lock.unlock();
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}
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@ -45,9 +45,15 @@ protected:
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Dimension GetScreenSize() const override;
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float GetDPIScale() override;
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void InputLoop() override;
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bool LockVideoBuffer() override;
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void UnlockVideoBuffer() override;
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private:
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std::unique_lock<std::recursive_mutex> draw_lock;
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void CheckPaletteAnim();
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static void PaintThreadThunk(VideoDriver_Win32 *drv);
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};
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/** The factory for Windows' video driver. */
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