# HG changeset patch # User Patric Stout # Date 2021-06-17 08:38:04 # Node ID e1fbdd2a5f81879adbcc4784cb4f61f58919c4b7 # Parent cf37407a0fa2cb4d9c56d0889f890923da3bb0f2 Change: prevent palette updates during copying to the video driver ThreadSanitizer rightfully notices that the game-thread could update the palette while the draw-thread is copying it for local use. The odds of this are very small, but nevertheless, it does carry a very good point. It wouldn't hurt the application in any way, but it might cause visual glitches on the screen. diff --git a/src/gfx.cpp b/src/gfx.cpp --- a/src/gfx.cpp +++ b/src/gfx.cpp @@ -51,6 +51,8 @@ static byte _stringwidth_table[FS_END][2 DrawPixelInfo *_cur_dpi; byte _colour_gradient[COLOUR_END][8]; +static std::recursive_mutex _palette_mutex; ///< To coordinate access to _cur_palette. + static void GfxMainBlitterViewport(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE); static void GfxMainBlitter(const Sprite *sprite, int x, int y, BlitterMode mode, const SubSprite *sub = nullptr, SpriteID sprite_id = SPR_CURSOR_MOUSE, ZoomLevel zoom = ZOOM_LVL_NORMAL); @@ -1197,6 +1199,7 @@ void DoPaletteAnimations(); void GfxInitPalettes() { + std::lock_guard lock(_palette_mutex); memcpy(&_cur_palette, &_palette, sizeof(_cur_palette)); DoPaletteAnimations(); } @@ -1212,6 +1215,8 @@ void GfxInitPalettes() */ bool CopyPalette(Palette &local_palette, bool force_copy) { + std::lock_guard lock(_palette_mutex); + if (!force_copy && _cur_palette.count_dirty == 0) return false; local_palette = _cur_palette; @@ -1230,6 +1235,8 @@ bool CopyPalette(Palette &local_palette, void DoPaletteAnimations() { + std::lock_guard lock(_palette_mutex); + /* Animation counter for the palette animation. */ static int palette_animation_counter = 0; palette_animation_counter += 8;