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.
This commit is contained in:
rdb 2021-02-21 11:00:22 +01:00
parent 5c4909b4ab
commit f2e488fd6b

View File

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