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pgui: Workaround for text disappearing in multithreaded pipeline
The text could appear from a DirectButton or other GUI element if updating eg. the text_fg property.
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@ -124,6 +124,13 @@ PGItem(const PGItem ©) :
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new_sd._frame_style = old_sd._frame_style;
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_state_defs.push_back(new_sd);
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#ifdef THREADED_PIPELINE
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if (Pipeline::get_render_pipeline()->get_num_stages() > 1) {
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((PGItem &)copy).update_frame((int)i);
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update_frame((int)i);
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}
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#endif
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}
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}
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@ -199,8 +206,10 @@ cull_callback(CullTraverser *trav, CullTraverserData &data) {
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if (state >= 0 && (size_t)state < _state_defs.size()) {
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StateDef &state_def = _state_defs[state];
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if (!state_def._root.is_empty()) {
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if (state_def._frame_stale) {
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update_frame(state);
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if (Thread::get_current_pipeline_stage() == 0) {
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if (state_def._frame_stale) {
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update_frame(state);
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}
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}
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state_def_root = state_def._root.node();
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@ -374,7 +383,8 @@ xform(const LMatrix4 &mat) {
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_frame.set(ll[0], ur[0], ll[2], ur[2]);
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// Transform the individual states and their frame styles.
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for (StateDef &def : _state_defs) {
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for (size_t state = 0; state < _state_defs.size(); ++state) {
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StateDef &def = _state_defs[state];
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NodePath &root = def._root;
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// Apply the matrix to the previous transform.
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root.set_transform(root.get_transform()->compose(TransformState::make_mat(mat)));
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@ -385,7 +395,15 @@ xform(const LMatrix4 &mat) {
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// Transform the frame style too.
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if (def._frame_style.xform(mat)) {
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def._frame_stale = true;
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#ifdef THREADED_PIPELINE
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if (Pipeline::get_render_pipeline()->get_num_stages() > 1) {
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update_frame((int)state);
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}
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else
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#endif
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{
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def._frame_stale = true;
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}
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}
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}
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mark_internal_bounds_stale();
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@ -942,6 +960,12 @@ clear_state_def(int state) {
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_state_defs[state]._frame_stale = true;
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mark_internal_bounds_stale();
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#ifdef THREADED_PIPELINE
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if (Pipeline::get_render_pipeline()->get_num_stages() > 1) {
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update_frame(state);
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}
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#endif
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}
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/**
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@ -981,15 +1005,24 @@ get_frame_style(int state) {
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void PGItem::
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set_frame_style(int state, const PGFrameStyle &style) {
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LightReMutexHolder holder(_lock);
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// Get the state def node, mainly to ensure that this state is slotted and
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// listed as having been defined.
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NodePath &root = do_get_state_def(state);
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nassertv(!root.is_empty());
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slot_state_def(state);
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if (_state_defs[state]._root.is_empty()) {
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// Create a new node.
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_state_defs[state]._root = NodePath("state_" + format_string(state));
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}
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_state_defs[state]._frame_style = style;
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_state_defs[state]._frame_stale = true;
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mark_internal_bounds_stale();
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#ifdef THREADED_PIPELINE
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if (Pipeline::get_render_pipeline()->get_num_stages() > 1) {
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update_frame(state);
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}
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#endif
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}
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#ifdef HAVE_AUDIO
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@ -1229,10 +1262,22 @@ update_frame(int state) {
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*/
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void PGItem::
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mark_frames_stale() {
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for (StateDef &def : _state_defs) {
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// Remove the old frame, if any.
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def._frame.remove_node();
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def._frame_stale = true;
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#ifdef THREADED_PIPELINE
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// If we are using the threaded pipeline, we must update the frame geometry
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// immediately on the App thread, since this class isn't pipeline-cycled.
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if (Pipeline::get_render_pipeline()->get_num_stages() > 1) {
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for (int state = 0; state < (int)_state_defs.size(); ++state) {
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update_frame(state);
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}
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}
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else
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#endif
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{
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for (StateDef &def : _state_defs) {
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// Remove the old frame, if any.
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def._frame.remove_node();
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def._frame_stale = true;
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}
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}
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mark_internal_bounds_stale();
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}
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