Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread

EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers.  It had three implementations:

- In GRenderWindow, it didn't actually poll events, just set a flag and
  emit a signal to indicate that a frame was displayed.

- In EmuWindow_SDL2_Hide, it did nothing.

- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
  because SDL_PollEvents is supposed to be called on the thread that set
  up video - in this case, the main thread, which was sleeping in a
  busyloop (regardless of whether sync-GPU was enabled).  On macOS this
  causes a crash.

To fix this:

- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
  default implementation that does nothing.

- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
  the main thread call SDL_WaitEvent in a loop.
This commit is contained in:
comex 2020-11-22 16:05:18 -05:00
parent 5d1447897a
commit 994f497781
10 changed files with 68 additions and 73 deletions

View file

@ -121,62 +121,64 @@ void EmuWindow_SDL2::Fullscreen() {
SDL_MaximizeWindow(render_window);
}
void EmuWindow_SDL2::PollEvents() {
void EmuWindow_SDL2::WaitEvent() {
// Called on main thread
SDL_Event event;
// SDL_PollEvent returns 0 when there are no more events in the event queue
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
OnResize();
break;
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_EXPOSED:
is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
OnResize();
break;
case SDL_WINDOWEVENT_CLOSE:
is_open = false;
break;
}
if (!SDL_WaitEvent(&event)) {
LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", SDL_GetError());
exit(1);
}
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
OnResize();
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_EXPOSED:
is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
OnResize();
break;
case SDL_MOUSEMOTION:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseMotion(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID) {
OnMouseButton(event.button.button, event.button.state, event.button.x,
event.button.y);
}
break;
case SDL_FINGERDOWN:
OnFingerDown(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERMOTION:
OnFingerMotion(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERUP:
OnFingerUp();
break;
case SDL_QUIT:
case SDL_WINDOWEVENT_CLOSE:
is_open = false;
break;
default:
break;
}
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
break;
case SDL_MOUSEMOTION:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseMotion(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID) {
OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
}
break;
case SDL_FINGERDOWN:
OnFingerDown(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERMOTION:
OnFingerMotion(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERUP:
OnFingerUp();
break;
case SDL_QUIT:
is_open = false;
break;
default:
break;
}
const u32 current_time = SDL_GetTicks();