Android: fix call of glFinish without context.

Message in the log, when going to background:
"call to OpenGL ES API with no current context (logged once per thread)"

Because of SDL_WINDOWEVENT_MINIMIZED is sent from the Java Activity thread.
It calls SDL_RendererEventWatch(), _WindowEvent() and glFinish() without context.

Solution is to move sending of SDL_WINDOWEVENT_MINIMIZED to the SDL thread.
Sylvain Becker 2019-12-21 21:18:02 +01:00
parent f3a547d00a
commit 45a9b5fa2e
2 changed files with 19 additions and 14 deletions

View File

@ -1162,23 +1162,11 @@ JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativeQuit)(
JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativePause)( JNIEXPORT void JNICALL SDL_JAVA_INTERFACE(nativePause)(
JNIEnv *env, jclass cls) JNIEnv *env, jclass cls)
{ {
SDL_LockMutex(Android_ActivityMutex);
__android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativePause()"); __android_log_print(ANDROID_LOG_VERBOSE, "SDL", "nativePause()");
if (Android_Window) { /* Signal the pause semaphore so the event loop knows to pause and (optionally) block itself.
SDL_SendWindowEvent(Android_Window, SDL_WINDOWEVENT_MINIMIZED, 0, 0); * Sometimes 2 pauses can be queued (eg pause/resume/pause), so it's always increased. */
SDL_SendAppEvent(SDL_APP_WILLENTERBACKGROUND);
SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND);
}
/* *After* sending the relevant events, signal the pause semaphore
* so the event loop knows to pause and (optionally) block itself.
* Sometimes 2 pauses can be queued (eg pause/resume/pause), so it's
* always increased. */
SDL_SemPost(Android_PauseSem); SDL_SemPost(Android_PauseSem);
SDL_UnlockMutex(Android_ActivityMutex);
} }
/* Resume */ /* Resume */

View File

@ -27,6 +27,7 @@
#include "SDL_androidkeyboard.h" #include "SDL_androidkeyboard.h"
#include "SDL_androidwindow.h" #include "SDL_androidwindow.h"
#include "../SDL_sysvideo.h" #include "../SDL_sysvideo.h"
#include "../../events/SDL_events_c.h"
/* Can't include sysaudio "../../audio/android/SDL_androidaudio.h" /* Can't include sysaudio "../../audio/android/SDL_androidaudio.h"
* because of THIS redefinition */ * because of THIS redefinition */
@ -129,6 +130,14 @@ Android_PumpEvents_Blocking(_THIS)
} }
} else { } else {
if (videodata->isPausing || SDL_SemTryWait(Android_PauseSem) == 0) { if (videodata->isPausing || SDL_SemTryWait(Android_PauseSem) == 0) {
/* Android_PauseSem was signaled */
if (videodata->isPausing == 0) {
SDL_SendWindowEvent(Android_Window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
SDL_SendAppEvent(SDL_APP_WILLENTERBACKGROUND);
SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND);
}
/* We've been signaled to pause (potentially several times), but before we block ourselves, /* We've been signaled to pause (potentially several times), but before we block ourselves,
* we need to make sure that the very last event (of the first pause sequence, if several) * we need to make sure that the very last event (of the first pause sequence, if several)
* has reached the app */ * has reached the app */
@ -187,6 +196,14 @@ Android_PumpEvents_NonBlocking(_THIS)
} }
} else { } else {
if (videodata->isPausing || SDL_SemTryWait(Android_PauseSem) == 0) { if (videodata->isPausing || SDL_SemTryWait(Android_PauseSem) == 0) {
/* Android_PauseSem was signaled */
if (videodata->isPausing == 0) {
SDL_SendWindowEvent(Android_Window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
SDL_SendAppEvent(SDL_APP_WILLENTERBACKGROUND);
SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND);
}
/* We've been signaled to pause (potentially several times), but before we block ourselves, /* We've been signaled to pause (potentially several times), but before we block ourselves,
* we need to make sure that the very last event (of the first pause sequence, if several) * we need to make sure that the very last event (of the first pause sequence, if several)
* has reached the app */ * has reached the app */