godot/platform
Riteo f27471fbd8 Wayland: minimize surface commits and limit them to the main thread
Before of this patch, as explained in the usual
commented-wall-of-text-longer-than-the-actual-patch-itself™, due to the
multithreaded nature of the Wayland thread, it was possible to commit a
surface while the renderer was doing stuff, which was _very_ wrong.

Initially the consequences of such a sin weren't obvious but, now that
explicit synchronization is becoming more and more common, we can't
commit a buffer randomly without basically guaranteeing a nasty, nasty
crash (and we should have avoided commits altogether in the first place
to ensure atomic surface updates).

We now only trigger a commit _in the main thread_ when low processor usage
mode is on _and_ if we know that we won't be rendering anything as, due to
its intermittent nature, it makes "legacy" (pre xdg_wm_base v6) frame
callback based suspension quite annoying.
2024-06-28 01:47:25 +02:00
..
android Revert hiding of custom templates under the Advanced Options toggle 2024-06-24 06:14:27 -07:00
ios Style: Optimize .svg files with svgo 2024-06-23 08:15:19 -05:00
linuxbsd Wayland: minimize surface commits and limit them to the main thread 2024-06-28 01:47:25 +02:00
macos Merge pull request #93342 from kus04e4ek/build-fix 2024-06-24 11:14:10 +02:00
web Fix web export state for remote debug 2024-06-26 08:37:56 -04:00
windows Merge pull request #93491 from patwork/fix-type-limits-windows-utils 2024-06-24 17:48:49 +02:00
register_platform_apis.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
SCsub Update pre-commit hooks configuration to use ruff instead of black 2024-05-21 18:02:29 -05:00