Create the SystemProperties test window on the main thread

This commit is contained in:
Cameron Gutman
2026-01-25 17:10:04 -06:00
parent 05ef938e2c
commit 64fea80ac9
6 changed files with 89 additions and 60 deletions
@@ -464,7 +464,7 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
// to ensure we don't drop any important events.
session->flushWindowEvents();
}
else {
else if (!params->testOnly) {
// If we get here prior to the start of a session, just pump and flush ourselves.
SDL_PumpEvents();
SDL_FlushEvent(SDL_WINDOWEVENT);
@@ -140,6 +140,14 @@ bool SdlRenderer::initialize(PDECODER_PARAMETERS params)
return false;
}
// Don't create a renderer or pump events for test-only
// renderers. Test-only renderers might be created on
// a non-main thread where interaction with the SDL
// render API is unsafe.
if (params->testOnly) {
return true;
}
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(params->window, &info)) {
@@ -100,11 +100,11 @@ public:
if (m_DisplayLayer != nullptr) {
[m_DisplayLayer release];
}
// It appears to be necessary to run the event loop after destroying
// the AVSampleBufferDisplayLayer to avoid issue #973.
SDL_PumpEvents();
// It appears to be necessary to run the event loop after destroying
// the AVSampleBufferDisplayLayer to avoid issue #973.
SDL_PumpEvents();
}
}}
static
@@ -333,7 +333,7 @@ public:
}
// If we're using direct rendering, set up the AVSampleBufferDisplayLayer
if (m_DirectRendering) {
if (m_DirectRendering && !params->testOnly) {
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
@@ -658,30 +658,11 @@ public:
return false;
}
m_MetalView = SDL_Metal_CreateView(m_Window);
if (!m_MetalView) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_Metal_CreateView() failed: %s",
SDL_GetError());
return false;
}
m_MetalLayer = (CAMetalLayer*)SDL_Metal_GetLayer(m_MetalView);
// Choose a device
m_MetalLayer.device = device;
// Allow EDR content if we're streaming in a 10-bit format
m_MetalLayer.wantsExtendedDynamicRangeContent = !!(params->videoFormat & VIDEO_FORMAT_MASK_10BIT);
// Allow tearing if V-Sync is off (also requires direct display path)
m_MetalLayer.displaySyncEnabled = params->enableVsync;
// Create the Metal texture cache for our CVPixelBuffers
CFStringRef keys[1] = { kCVMetalTextureUsage };
NSUInteger values[1] = { MTLTextureUsageShaderRead };
auto cacheAttributes = CFDictionaryCreate(kCFAllocatorDefault, (const void**)keys, (const void**)values, 1, nullptr, nullptr);
err = CVMetalTextureCacheCreate(kCFAllocatorDefault, cacheAttributes, m_MetalLayer.device, nullptr, &m_TextureCache);
err = CVMetalTextureCacheCreate(kCFAllocatorDefault, cacheAttributes, device, nullptr, &m_TextureCache);
CFRelease(cacheAttributes);
if (err != kCVReturnSuccess) {
@@ -693,7 +674,7 @@ public:
// Compile our shaders
QString shaderSource = QString::fromUtf8(Path::readDataFile("vt_renderer.metal"));
m_ShaderLibrary = [m_MetalLayer.device newLibraryWithSource:shaderSource.toNSString() options:nullptr error:nullptr];
m_ShaderLibrary = [device newLibraryWithSource:shaderSource.toNSString() options:nullptr error:nullptr];
if (!m_ShaderLibrary) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to compile shaders");
@@ -701,7 +682,33 @@ public:
}
// Create a command queue for submission
m_CommandQueue = [m_MetalLayer.device newCommandQueue];
m_CommandQueue = [device newCommandQueue];
// Add the Metal view to the window if we're not in test-only mode
//
// NB: Test-only renderers may be created on a non-main thread, so
// we don't want to touch the view hierarchy in that context.
if (!params->testOnly) {
m_MetalView = SDL_Metal_CreateView(m_Window);
if (!m_MetalView) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_Metal_CreateView() failed: %s",
SDL_GetError());
return false;
}
m_MetalLayer = (CAMetalLayer*)SDL_Metal_GetLayer(m_MetalView);
// Choose a device
m_MetalLayer.device = device;
// Allow EDR content if we're streaming in a 10-bit format
m_MetalLayer.wantsExtendedDynamicRangeContent = !!(params->videoFormat & VIDEO_FORMAT_MASK_10BIT);
// Allow tearing if V-Sync is off (also requires direct display path)
m_MetalLayer.displaySyncEnabled = params->enableVsync;
}
return true;
}}