mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Replaced some mutex locks with atomic variables.
Also removed an SDL audio issue workaround from AudioManager.
This commit is contained in:
parent
7f5fe3fcbf
commit
9937476e18
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@ -194,9 +194,7 @@ void AudioManager::mixAudio(void* /*unused*/, Uint8* stream, int len)
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// stream is not played when the video player has been stopped. Otherwise there would
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// be a short time period when the audio would keep playing after the video was stopped
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// and before the stream was cleared in clearStream().
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std::unique_lock<std::mutex> audioLock{mAudioLock};
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bool muteStream = sMuteStream;
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audioLock.unlock();
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if (muteStream) {
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SDL_MixAudioFormat(stream, &converted.at(0), sAudioFormat.format, processedLength, 0);
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}
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@ -290,41 +288,4 @@ void AudioManager::clearStream()
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SDL_LockAudioDevice(sAudioDevice);
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SDL_AudioStreamClear(sConversionStream);
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SDL_UnlockAudioDevice(sAudioDevice);
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// TEMPORARY: For evaluating if SDL_AudioStreamClear is stable.
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return;
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// If sSoundVector is empty it means we are shutting down. In this case don't attempt
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// to clear the stream as this could lead to a crash.
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if (sSoundVector.empty())
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return;
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SDL_LockAudioDevice(sAudioDevice);
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// This code is required as there's seemingly a bug in SDL_AudioStreamAvailable().
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// The function sometimes returns 0 even if there is data left in the buffer, possibly
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// because the remaining data is less than the configured sample size. It happens almost
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// permanently on NetBSD but also on at least Linux from time to time. Adding some data
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// to the stream buffer to get above this threshold before calling the function will
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// return the proper number. So adding 10000 as we do here would give a return value of
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// for instance 10880 instead of 0, assuming there were 880 bytes of data left in the buffer.
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// Fortunately the SDL_AudioStreamGet() function acts correctly on any arbitrary sample size
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// so we can actually clear the entire buffer. If this workaround was not implemented, there
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// would be a sound glitch when some samples from the previous video would play any time a
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// new video was started (assuming the issue was triggered by some remaining stream data).
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std::vector<Uint8> writeBuffer(10000);
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if (SDL_AudioStreamPut(sConversionStream, reinterpret_cast<const void*>(&writeBuffer.at(0)),
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10000) == -1) {
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LOG(LogError) << "Failed to put samples in the conversion stream:";
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LOG(LogError) << SDL_GetError();
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SDL_UnlockAudioDevice(sAudioDevice);
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return;
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}
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int length = SDL_AudioStreamAvailable(sConversionStream);
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std::vector<Uint8> readBuffer(length);
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SDL_AudioStreamGet(sConversionStream, static_cast<void*>(&readBuffer.at(0)), length);
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SDL_UnlockAudioDevice(sAudioDevice);
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}
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@ -10,8 +10,8 @@
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#define ES_CORE_AUDIO_MANAGER_H
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#include <SDL2/SDL_audio.h>
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <vector>
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class Sound;
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@ -36,16 +36,8 @@ public:
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void processStream(const void* samples, unsigned count);
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void clearStream();
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void muteStream()
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{
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std::unique_lock<std::mutex> audioLock{mAudioLock};
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sMuteStream = true;
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}
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void unmuteStream()
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{
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std::unique_lock<std::mutex> audioLock{mAudioLock};
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sMuteStream = false;
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}
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void muteStream() { sMuteStream = true; }
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void unmuteStream() { sMuteStream = false; }
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bool getHasAudioDevice() { return sHasAudioDevice; }
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@ -58,10 +50,9 @@ private:
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static void mixAudio(void* unused, Uint8* stream, int len);
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static void mixAudio2(void* unused, Uint8* stream, int len);
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inline static std::mutex mAudioLock;
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inline static SDL_AudioStream* sConversionStream;
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inline static std::vector<std::shared_ptr<Sound>> sSoundVector;
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inline static bool sMuteStream = false;
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inline static std::atomic<bool> sMuteStream = false;
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inline static bool sHasAudioDevice = true;
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};
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@ -151,8 +151,6 @@ void Sound::play()
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SDL_LockAudioDevice(AudioManager::sAudioDevice);
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std::unique_lock<std::mutex> playerLock(mMutex);
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if (mPlaying)
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// Replay from start. rewind the sample to the beginning.
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mSamplePos = 0;
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@ -160,8 +158,6 @@ void Sound::play()
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// Flag our sample as playing.
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mPlaying = true;
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playerLock.unlock();
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SDL_UnlockAudioDevice(AudioManager::sAudioDevice);
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// Tell the AudioManager to start playing samples.
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AudioManager::getInstance().play();
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@ -171,7 +167,6 @@ void Sound::stop()
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{
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// Flag our sample as not playing and rewind its position.
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SDL_LockAudioDevice(AudioManager::sAudioDevice);
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std::unique_lock<std::mutex> playerLock(mMutex);
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mPlaying = false;
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mSamplePos = 0;
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SDL_UnlockAudioDevice(AudioManager::sAudioDevice);
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@ -182,7 +177,6 @@ void Sound::setPosition(Uint32 newPosition)
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mSamplePos = newPosition;
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if (mSamplePos >= mSampleLength) {
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// Got to or beyond the end of the sample. stop playing.
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std::unique_lock<std::mutex> playerLock(mMutex);
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mPlaying = false;
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mSamplePos = 0;
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}
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@ -11,9 +11,9 @@
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#define ES_CORE_SOUND_H
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#include <SDL2/SDL_audio.h>
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#include <atomic>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <sstream>
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#include <string>
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#include <vector>
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@ -31,11 +31,7 @@ public:
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void loadFile(const std::string& path);
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void play();
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bool isPlaying() const
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{
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std::unique_lock<std::mutex> playerLock(mMutex);
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return mPlaying;
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}
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bool isPlaying() const { return mPlaying; }
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void stop();
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const Uint8* getData() const { return mSampleData; }
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@ -51,14 +47,13 @@ public:
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private:
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Sound(const std::string& path = "");
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inline static std::mutex mMutex;
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static std::map<std::string, std::shared_ptr<Sound>> sMap;
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std::string mPath;
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SDL_AudioSpec mSampleFormat;
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Uint8* mSampleData;
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Uint32 mSamplePos;
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Uint32 mSampleLength;
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bool mPlaying;
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std::atomic<bool> mPlaying;
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};
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enum NavigationSoundsID {
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@ -799,26 +799,14 @@ void Window::closeLaunchScreen()
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mRenderLaunchScreen = false;
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}
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void Window::increaseVideoPlayerCount()
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{
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mVideoCountMutex.lock();
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mVideoPlayerCount++;
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mVideoCountMutex.unlock();
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}
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void Window::increaseVideoPlayerCount() { mVideoPlayerCount++; }
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void Window::decreaseVideoPlayerCount()
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{
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mVideoCountMutex.lock();
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mVideoPlayerCount--;
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mVideoCountMutex.unlock();
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}
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void Window::decreaseVideoPlayerCount() { mVideoPlayerCount--; }
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int Window::getVideoPlayerCount()
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{
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int videoPlayerCount;
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mVideoCountMutex.lock();
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videoPlayerCount = mVideoPlayerCount;
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mVideoCountMutex.unlock();
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return videoPlayerCount;
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}
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@ -16,8 +16,8 @@
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#include "Settings.h"
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#include "resources/TextureResource.h"
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <queue>
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class FileData;
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@ -192,8 +192,7 @@ private:
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bool mCachedBackground;
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bool mInvalidatedCachedBackground;
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int mVideoPlayerCount;
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std::mutex mVideoCountMutex;
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std::atomic<int> mVideoPlayerCount;
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float mTopScale;
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bool mRenderedHelpPrompts;
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@ -90,12 +90,9 @@ void VideoComponent::setImage(std::string path)
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void VideoComponent::onShow()
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{
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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mBlockPlayer = false;
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mPause = false;
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mShowing = true;
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playerLock.unlock();
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manageState();
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}
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@ -113,30 +110,22 @@ void VideoComponent::onStopVideo()
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void VideoComponent::onPauseVideo()
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{
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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mBlockPlayer = true;
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mPause = true;
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playerLock.unlock();
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manageState();
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}
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void VideoComponent::onUnpauseVideo()
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{
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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mBlockPlayer = false;
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mPause = false;
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playerLock.unlock();
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manageState();
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}
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void VideoComponent::onScreensaverActivate()
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{
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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mBlockPlayer = true;
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mPause = true;
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playerLock.unlock();
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if (Settings::getInstance()->getString("ScreensaverType") == "dim")
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stopVideo();
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void VideoComponent::topWindow(bool isTop)
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{
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if (isTop) {
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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mBlockPlayer = false;
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mPause = false;
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playerLock.unlock();
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// Stop video when closing the menu to force a reload of the
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// static image (if the theme is configured as such).
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stopVideo();
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}
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else {
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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mBlockPlayer = true;
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mPause = true;
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playerLock.unlock();
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}
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manageState();
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}
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@ -12,7 +12,7 @@
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#include "GuiComponent.h"
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#include "components/ImageComponent.h"
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#include <mutex>
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#include <atomic>
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#include <string>
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class MediaViewer;
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@ -110,7 +110,6 @@ private:
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protected:
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Window* mWindow;
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ImageComponent mStaticImage;
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std::mutex mPlayerMutex;
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unsigned mVideoWidth;
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unsigned mVideoHeight;
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@ -124,9 +123,9 @@ protected:
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std::string mPlayingVideoPath;
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unsigned mStartTime;
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bool mStartDelayed;
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bool mIsPlaying;
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bool mIsActuallyPlaying;
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bool mPause;
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std::atomic<bool> mIsPlaying;
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std::atomic<bool> mIsActuallyPlaying;
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std::atomic<bool> mPause;
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bool mShowing;
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bool mDisable;
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bool mMediaViewerMode;
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@ -130,10 +130,8 @@ void VideoFFmpegComponent::render(const glm::mat4& parentTrans)
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if (mIsPlaying && mFormatContext) {
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unsigned int color;
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std::unique_lock<std::mutex> pictureLock(mPictureMutex);
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bool decodedFrame = mDecodedFrame;
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pictureLock.unlock();
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if (decodedFrame && mFadeIn < 1) {
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if (mDecodedFrame && mFadeIn < 1) {
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const unsigned int fadeIn = static_cast<int>(mFadeIn * 255.0f);
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color =
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Renderer::convertRGBAToABGR((fadeIn << 24) | (fadeIn << 16) | (fadeIn << 8) | 255);
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for (int i = 0; i < 4; i++)
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vertices[i].pos = glm::round(vertices[i].pos);
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pictureLock.lock();
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// This is needed to avoid a slight gap before the video starts playing.
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if (!mDecodedFrame) {
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pictureLock.unlock();
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if (!mDecodedFrame)
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return;
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}
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std::unique_lock<std::mutex> pictureLock(mPictureMutex);
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if (!mOutputPicture.hasBeenRendered) {
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// Move the contents of mOutputPicture to a temporary vector in order to call
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@ -238,7 +234,8 @@ void VideoFFmpegComponent::updatePlayer()
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}
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if (mIsActuallyPlaying && mStartTimeAccumulation) {
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mAccumulatedTime +=
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mAccumulatedTime =
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mAccumulatedTime +
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static_cast<double>(std::chrono::duration_cast<std::chrono::nanoseconds>(
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std::chrono::high_resolution_clock::now() - mTimeReference)
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.count()) /
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@ -268,18 +265,16 @@ void VideoFFmpegComponent::frameProcessing()
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if (mAudioCodecContext)
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audioFilter = setupAudioFilters();
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bool isPlaying = true;
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bool pause = false;
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while (isPlaying && !pause && videoFilter && (!mAudioCodecContext || audioFilter)) {
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while (mIsPlaying && !mPause && videoFilter && (!mAudioCodecContext || audioFilter)) {
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readFrames();
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getProcessedFrames();
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outputFrames();
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if (!mIsPlaying)
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break;
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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isPlaying = mIsPlaying;
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pause = mPause;
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playerLock.unlock();
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getProcessedFrames();
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if (!mIsPlaying)
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break;
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outputFrames();
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// This 1 ms wait makes sure that the thread does not consume all available CPU cycles.
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SDL_Delay(1);
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@ -672,10 +667,8 @@ void VideoFFmpegComponent::readFrames()
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}
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}
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if (readFrameReturn < 0) {
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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if (readFrameReturn < 0)
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mEndOfVideo = true;
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}
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}
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void VideoFFmpegComponent::getProcessedFrames()
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@ -761,11 +754,7 @@ void VideoFFmpegComponent::outputFrames()
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// Process the audio frames that have a PTS value below mAccumulatedTime (plus a small
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// buffer to avoid underflows).
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while (!mAudioFrameQueue.empty()) {
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std::unique_lock<std::mutex> audioLock(mAudioMutex);
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auto accumulatedTime = mAccumulatedTime;
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audioLock.unlock();
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if (mAudioFrameQueue.front().pts < accumulatedTime + AUDIO_BUFFER) {
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if (mAudioFrameQueue.front().pts < mAccumulatedTime + AUDIO_BUFFER) {
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// Enable only when needed, as this generates a lot of debug output.
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if (DEBUG_VIDEO) {
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LOG(LogDebug) << "Processing audio frame with PTS: "
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@ -787,7 +776,7 @@ void VideoFFmpegComponent::outputFrames()
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if (outputSound) {
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// The audio is output to AudioManager from updatePlayer() in the main thread.
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audioLock.lock();
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std::unique_lock<std::mutex> audioLock(mAudioMutex);
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mOutputAudio.insert(mOutputAudio.end(),
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mAudioFrameQueue.front().resampledData.begin(),
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@ -803,19 +792,11 @@ void VideoFFmpegComponent::outputFrames()
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}
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}
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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bool isActuallyPlaying = mIsActuallyPlaying;
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playerLock.unlock();
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// Process all available video frames that have a PTS value below mAccumulatedTime.
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// But if more than one frame is processed here, it means that the computer can't
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// keep up for some reason.
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while (isActuallyPlaying && !mVideoFrameQueue.empty()) {
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std::unique_lock<std::mutex> audioLock(mAudioMutex);
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double accumulatedTime = mAccumulatedTime;
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audioLock.unlock();
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if (mVideoFrameQueue.front().pts < accumulatedTime) {
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while (mIsActuallyPlaying && !mVideoFrameQueue.empty()) {
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if (mVideoFrameQueue.front().pts < mAccumulatedTime) {
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// Enable only when needed, as this generates a lot of debug output.
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if (DEBUG_VIDEO) {
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LOG(LogDebug) << "Processing video frame with PTS: "
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@ -843,7 +824,7 @@ void VideoFFmpegComponent::outputFrames()
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// can't keep up. This approach primarily decreases stuttering for videos with frame
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// rates close to, or at, the rendering frame rate, for example 59.94 and 60 FPS.
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if (mDecodedFrame && !mOutputPicture.hasBeenRendered) {
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double timeDifference = accumulatedTime - mVideoFrameQueue.front().pts -
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double timeDifference = mAccumulatedTime - mVideoFrameQueue.front().pts -
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mVideoFrameQueue.front().frameDuration * 2.0l;
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if (timeDifference < mVideoFrameQueue.front().frameDuration) {
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pictureLock.unlock();
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@ -1408,13 +1389,11 @@ void VideoFFmpegComponent::startVideo()
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void VideoFFmpegComponent::stopVideo()
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{
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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mIsPlaying = false;
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mIsActuallyPlaying = false;
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mStartDelayed = false;
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mPause = false;
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mEndOfVideo = false;
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playerLock.unlock();
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mTexture.reset();
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if (mFrameProcessingThread) {
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@ -1459,11 +1438,7 @@ void VideoFFmpegComponent::pauseVideo()
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void VideoFFmpegComponent::handleLooping()
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{
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std::unique_lock<std::mutex> playerLock(mPlayerMutex);
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bool endOfVideo = mEndOfVideo;
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playerLock.unlock();
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if (mIsPlaying && endOfVideo) {
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if (mIsPlaying && mEndOfVideo) {
|
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// If the screensaver video swap time is set to 0, it means we should
|
||||
// skip to the next game when the video has finished playing.
|
||||
if (mScreensaverMode &&
|
||||
|
|
|
@ -23,6 +23,7 @@ extern "C" {
|
|||
#include <libavutil/imgutils.h>
|
||||
}
|
||||
|
||||
#include <atomic>
|
||||
#include <chrono>
|
||||
#include <mutex>
|
||||
#include <queue>
|
||||
|
@ -161,10 +162,10 @@ private:
|
|||
int mVideoFrameReadCount;
|
||||
int mVideoFrameDroppedCount;
|
||||
|
||||
double mAccumulatedTime;
|
||||
bool mStartTimeAccumulation;
|
||||
bool mDecodedFrame;
|
||||
bool mEndOfVideo;
|
||||
std::atomic<double> mAccumulatedTime;
|
||||
std::atomic<bool> mStartTimeAccumulation;
|
||||
std::atomic<bool> mDecodedFrame;
|
||||
std::atomic<bool> mEndOfVideo;
|
||||
bool mSWDecoder;
|
||||
};
|
||||
|
||||
|
|
|
@ -179,9 +179,7 @@ bool TextureData::load()
|
|||
const ResourceData& data = rm->getFileData(mPath);
|
||||
// Is it an SVG?
|
||||
if (Utils::String::toLower(mPath.substr(mPath.size() - 4, std::string::npos)) == ".svg") {
|
||||
std::unique_lock<std::mutex> lock(mMutex);
|
||||
mScalable = true;
|
||||
lock.unlock();
|
||||
std::string dataString;
|
||||
dataString.assign(std::string(reinterpret_cast<char*>(data.ptr.get()), data.length));
|
||||
retval = initSVGFromMemory(dataString);
|
||||
|
@ -285,11 +283,7 @@ float TextureData::sourceHeight()
|
|||
|
||||
void TextureData::setSourceSize(float width, float height)
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(mMutex);
|
||||
bool scalable = mScalable;
|
||||
lock.unlock();
|
||||
|
||||
if (scalable) {
|
||||
if (mScalable) {
|
||||
if ((mSourceWidth != width) || (mSourceHeight != height)) {
|
||||
mSourceWidth = width;
|
||||
mSourceHeight = height;
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
|
||||
#include "utils/MathUtil.h"
|
||||
|
||||
#include <atomic>
|
||||
#include <cmath>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
|
@ -79,7 +80,7 @@ private:
|
|||
int mHeight;
|
||||
float mSourceWidth;
|
||||
float mSourceHeight;
|
||||
bool mScalable;
|
||||
std::atomic<bool> mScalable;
|
||||
bool mLinearMagnify;
|
||||
bool mReloadable;
|
||||
bool mForceRasterization;
|
||||
|
|
|
@ -161,10 +161,11 @@ TextureLoader::~TextureLoader()
|
|||
std::unique_lock<std::mutex> lock(mMutex);
|
||||
mTextureDataQ.clear();
|
||||
mTextureDataLookup.clear();
|
||||
lock.unlock();
|
||||
|
||||
// Exit the thread.
|
||||
mExit = true;
|
||||
lock.unlock();
|
||||
|
||||
mEvent.notify_one();
|
||||
mThread->join();
|
||||
mThread.reset();
|
||||
|
@ -172,9 +173,7 @@ TextureLoader::~TextureLoader()
|
|||
|
||||
void TextureLoader::threadProc()
|
||||
{
|
||||
bool exit = false;
|
||||
|
||||
while (!exit) {
|
||||
while (!mExit) {
|
||||
std::shared_ptr<TextureData> textureData;
|
||||
{
|
||||
// Wait for an event to say there is something in the queue.
|
||||
|
@ -199,7 +198,6 @@ void TextureLoader::threadProc()
|
|||
mTextureDataLookup.erase(mTextureDataLookup.find(textureData.get()));
|
||||
}
|
||||
}
|
||||
exit = mExit;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#ifndef ES_CORE_RESOURCES_TEXTURE_DATA_MANAGER_H
|
||||
#define ES_CORE_RESOURCES_TEXTURE_DATA_MANAGER_H
|
||||
|
||||
#include <atomic>
|
||||
#include <condition_variable>
|
||||
#include <list>
|
||||
#include <map>
|
||||
|
@ -41,7 +42,7 @@ private:
|
|||
std::unique_ptr<std::thread> mThread;
|
||||
std::mutex mMutex;
|
||||
std::condition_variable mEvent;
|
||||
bool mExit;
|
||||
std::atomic<bool> mExit;
|
||||
};
|
||||
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue