Remove superfluous Session checks in prepareToRender()

prepareToRender() is only called with a live Session.
This commit is contained in:
Cameron Gutman
2026-01-26 18:17:14 -06:00
parent 64fea80ac9
commit e4be57db5d
2 changed files with 4 additions and 22 deletions

View File

@@ -297,17 +297,8 @@ void DrmRenderer::prepareToRender()
// can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our // can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our
// renderer. This can lead to an infinite to renderer recreation, so discard all // renderer. This can lead to an infinite to renderer recreation, so discard all
// SDL_WINDOWEVENT events after SDL_CreateRenderer(). // SDL_WINDOWEVENT events after SDL_CreateRenderer().
Session* session = Session::get(); SDL_assert(Session::get());
if (session != nullptr) { Session::get()->flushWindowEvents();
// If we get here during a session, we need to synchronize with the event loop
// to ensure we don't drop any important events.
session->flushWindowEvents();
}
else {
// If we get here prior to the start of a session, just pump and flush ourselves.
SDL_PumpEvents();
SDL_FlushEvent(SDL_WINDOWEVENT);
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);

View File

@@ -77,17 +77,8 @@ void MmalRenderer::prepareToRender()
// can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our // can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our
// renderer. This can lead to an infinite to renderer recreation, so discard all // renderer. This can lead to an infinite to renderer recreation, so discard all
// SDL_WINDOWEVENT events after SDL_CreateRenderer(). // SDL_WINDOWEVENT events after SDL_CreateRenderer().
Session* session = Session::get(); SDL_assert(Session::get());
if (session != nullptr) { Session::get()->flushWindowEvents();
// If we get here during a session, we need to synchronize with the event loop
// to ensure we don't drop any important events.
session->flushWindowEvents();
}
else {
// If we get here prior to the start of a session, just pump and flush ourselves.
SDL_PumpEvents();
SDL_FlushEvent(SDL_WINDOWEVENT);
}
SDL_SetRenderDrawColor(m_BackgroundRenderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_SetRenderDrawColor(m_BackgroundRenderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(m_BackgroundRenderer); SDL_RenderClear(m_BackgroundRenderer);