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Don't fill backend info when core is running

The current approach results in the UI thread creating a graphics device
whilst the core is running, leading to races on function pointers, and
potentially crashing.
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stenzek committed Sep 28, 2018
1 parent a877d5f commit 93923e2b290febbcdccad225c81e57454d0f0b75
@@ -38,9 +38,6 @@ void GraphicsWindow::Initialize()
m_lazy_initialized = true;
g_Config.Refresh();
g_video_backend->InitBackendInfo();
CreateMainLayout();
setWindowTitle(tr("Graphics"));
@@ -109,18 +106,7 @@ void GraphicsWindow::CreateMainLayout()
void GraphicsWindow::OnBackendChanged(const QString& backend_name)
{
SConfig::GetInstance().m_strVideoBackend = backend_name.toStdString();
for (const auto& backend : g_available_video_backends)
{
if (backend->GetName() == backend_name.toStdString())
{
g_Config.Refresh();
g_video_backend = backend.get();
g_video_backend->InitBackendInfo();
break;
}
}
VideoBackendBase::PopulateBackendInfo();
setWindowTitle(
tr("%1 Graphics Configuration").arg(tr(g_video_backend->GetDisplayName().c_str())));
@@ -14,6 +14,8 @@
#include "Common/CommonTypes.h"
#include "Common/Event.h"
#include "Common/Logging/Log.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Host.h"
// TODO: ugly
@@ -223,6 +225,20 @@ void VideoBackendBase::ActivateBackend(const std::string& name)
g_video_backend = iter->get();
}
void VideoBackendBase::PopulateBackendInfo()
{
// If the core is running, the backend info will have been populated already.
// If we did it here, the UI thread can race with the with the GPU thread.
if (Core::IsRunning())
return;
// We refresh the config after initializing the backend info, as system-specific settings
// such as anti-aliasing, or the selected adapter may be invalid, and should be checked.
ActivateBackend(SConfig::GetInstance().m_strVideoBackend);
g_video_backend->InitBackendInfo();
g_Config.Refresh();
}
// Run from the CPU thread
void VideoBackendBase::DoState(PointerWrap& p)
{
@@ -54,6 +54,10 @@ class VideoBackendBase
static void ClearList();
static void ActivateBackend(const std::string& name);
// Fills the backend_info fields with the capabilities of the selected backend/device.
// Called by the UI thread when the graphics config is opened.
static void PopulateBackendInfo();
// the implementation needs not do synchronization logic, because calls to it are surrounded by
// PauseAndLock now
void DoState(PointerWrap& p);

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