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GPU: Install the draw engines' invalidation callback from BeginFrame
The draw engine is created on the loader thread while the UI thread may already be rendering and invoking the callback. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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@@ -91,7 +91,6 @@ void DrawEngineGLES::InitDeviceObjects() {
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entries.push_back({ ATTR_NORMAL, 1, GL_FLOAT, GL_FALSE, offsetof(TransformedVertex, fog) });
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softwareInputLayout_ = render_->CreateInputLayout(entries, stride);
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draw_->SetInvalidationCallback(std::bind(&DrawEngineGLES::Invalidate, this, std::placeholders::_1));
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}
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void DrawEngineGLES::DestroyDeviceObjects() {
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@@ -99,6 +98,7 @@ void DrawEngineGLES::DestroyDeviceObjects() {
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return;
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}
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draw_->SetInvalidationCallback(InvalidationCallback());
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invalidationCallbackInstalled_ = false;
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// Beware: this could be called twice in a row, sometimes.
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for (int i = 0; i < GLRenderManager::MAX_INFLIGHT_FRAMES; i++) {
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@@ -129,6 +129,10 @@ void DrawEngineGLES::ClearInputLayoutMap() {
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void DrawEngineGLES::BeginFrame() {
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DrawEngineCommon::BeginFrame();
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if (!invalidationCallbackInstalled_) {
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draw_->SetInvalidationCallback(std::bind(&DrawEngineGLES::Invalidate, this, std::placeholders::_1));
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invalidationCallbackInstalled_ = true;
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}
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FrameData &frameData = frameData_[render_->GetCurFrame()];
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frameData.pushIndex->Begin();
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