mirror of https://github.com/encounter/SDL.git
cocoa: Change the new sync_dispatch hint to async_dispatch.
This is so the default is safer.
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@ -981,13 +981,19 @@ extern "C" {
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* \brief A variable controlling whether dispatching OpenGL context updates should block the dispatching thread until the main thread finishes processing
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*
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* This variable can be set to the following values:
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* "0" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
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* "1" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing.
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* "0" - Dispatching OpenGL context updates will block the dispatching thread until the main thread finishes processing (default).
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* "1" - Dispatching OpenGL context updates will allow the dispatching thread to continue execution.
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*
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* This hint only applies to Mac OS X
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* Generally you want the default, but if you have OpenGL code in a background thread on a Mac, and the main thread
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* hangs because it's waiting for that background thread, but that background thread is also hanging because it's
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* waiting for the main thread to do an update, this might fix your issue.
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*
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* This hint only applies to macOS.
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*
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* This hint is available since SDL 2.24.0.
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*
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*/
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#define SDL_HINT_MAC_OPENGL_SYNC_DISPATCH "SDL_MAC_OPENGL_SYNC_DISPATCH"
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#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH"
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/**
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* \brief A variable setting the double click radius, in pixels.
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@ -44,12 +44,12 @@
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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#endif
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static SDL_bool SDL_opengl_sync_dispatch = SDL_FALSE;
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static SDL_bool SDL_opengl_async_dispatch = SDL_FALSE;
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static void SDLCALL
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SDL_OpenGLSyncDispatchChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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SDL_OpenGLAsyncDispatchChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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{
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SDL_opengl_sync_dispatch = SDL_GetStringBoolean(hint, SDL_FALSE);
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SDL_opengl_async_dispatch = SDL_GetStringBoolean(hint, SDL_FALSE);
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}
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@implementation SDLOpenGLContext : NSOpenGLContext
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@ -63,7 +63,7 @@ SDL_OpenGLSyncDispatchChanged(void *userdata, const char *name, const char *oldV
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self->window = NULL;
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}
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SDL_AddHintCallback(SDL_HINT_MAC_OPENGL_SYNC_DISPATCH, SDL_OpenGLSyncDispatchChanged, NULL);
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SDL_AddHintCallback(SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH, SDL_OpenGLAsyncDispatchChanged, NULL);
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return self;
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}
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@ -147,17 +147,17 @@ SDL_OpenGLSyncDispatchChanged(void *userdata, const char *name, const char *oldV
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if ([NSThread isMainThread]) {
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[super update];
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} else {
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if (SDL_opengl_sync_dispatch) {
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dispatch_sync(dispatch_get_main_queue(), ^{ [super update]; });
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} else {
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if (SDL_opengl_async_dispatch) {
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dispatch_async(dispatch_get_main_queue(), ^{ [super update]; });
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} else {
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dispatch_sync(dispatch_get_main_queue(), ^{ [super update]; });
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}
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}
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}
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- (void)dealloc
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{
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SDL_DelHintCallback(SDL_HINT_MAC_OPENGL_SYNC_DISPATCH, SDL_OpenGLSyncDispatchChanged, NULL);
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SDL_DelHintCallback(SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH, SDL_OpenGLAsyncDispatchChanged, NULL);
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}
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@end
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