wl_display_dispatch() will block if there are no events available, and
while we try to avoid this by using SDL_IOReady() to verify there are
events before calling it, there is a race condition between
SDL_IOReady() and wl_display_dispatch() if multiple threads are
involved.
This is made more likely by the fact that SDL_GL_SwapWindow() calls
wl_display_dispatch() if vsync is enabled, in order to wait for frame
events. Therefore any program which pumps events on a different thread
from SDL_GL_SwapWindow() could end up blocking in one or other of them
until another event arrives.
This change fixes this by wrapping wl_display_dispatch() in a new mutex,
which ensures only one thread can compete for wayland events at a time,
and hence the SDL_IOReady() check should successfully prevent either
from blocking.
Otherwise a formula like `x = y * 2;` would treat that '*' as the start of
an italicized section when converting to MediaWiki format, and match any
other '*' in the content as the end marker.
This cmake is 3 years old, but it removes confusion about the CFLAGS
environment variable (as of CMake 3.10.0, reference PR #4681) and also
consolidates resolves the need to have a separate requirement for Windows
Store apps (which requires CMake 3.11.0).
CMake has standard means of setting compiler flags, such as the
-DCMAKE_C_FLAGS command line for general-purpose flags, and
-DCMAKE_BUILD_TYPE for letting it choose reasonable release/debug/etc
defaults. Trying to emulate the configure script is incorrect and confusing
here.
Fixes#1819.
Direct3D 9 dictates that caps.NumSimultaneousRTs must always be at least 1,
which is to say that Direct3D 9 level hardware must always support render
targets.
(caps.NumSimultaneousRTs is meant to show if you can draw to multiple render
targets in a single draw call.)
We had already hardcoded SDL_RENDERER_TARGETTEXTURE as available earlier in
the function anyhow.
Fixes#4781.
Some wayland compositors report the refresh rate as 0. Since we want to
force a minimum refresh rate of 10 frames worth, we were dividing by the
reported refresh rate, causing a divide-by-zero.
If the refresh rate is 0, instead force a frame every second if no frame
callbacks are received.
This fixes bug #4785
This will still happen occasionally as the mouse is whipped around, if there is a window overlapping the game window, but it should happen less often now. This could even happen with the original code that warped the mouse every frame, so this should be a good compromise where we don't warp the mouse continously and we still keep the mouse in the safe area of the game window.
Note that notifications can be any size, so the safe area may need to be adjusted or even dynamically defined via a hint.