coroutines truly are cursed
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@@ -18,8 +18,10 @@ void Window::addView(PView view)
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{
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WindowView* windowView = new WindowView();
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windowView->view = view;
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windowView->updateFinished = Event("test");
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//windowView->worker = std::thread(&Window::viewWorker, this, windowView);
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views.add(windowView);
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views.add(windowView);
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viewWorker(views.size() - 1);
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}
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MainJob Window::render()
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@@ -27,8 +29,8 @@ MainJob Window::render()
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gfxHandle->beginFrame();
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for(auto& windowView : views)
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{
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viewWorker(windowView);
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co_await windowView->updateFinished;
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std::cout << "view update finished" << std::endl;
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{
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std::unique_lock lock(windowView->workerMutex);
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windowView->view->prepareRender();
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@@ -36,6 +38,8 @@ MainJob Window::render()
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windowView->view->render();
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}
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gfxHandle->endFrame();
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//Enqueue a new render main job
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render();
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}
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Gfx::PWindow Window::getGfxHandle()
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@@ -60,17 +64,18 @@ void Window::setFocused(PView view)
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});
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}
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Job Window::viewWorker(WindowView* windowView)
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Job Window::viewWorker(size_t viewIndex)
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{
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while(true)
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WindowView* windowView = views[viewIndex];
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windowView->view->beginUpdate();
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windowView->view->update();
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{
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windowView->view->beginUpdate();
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windowView->view->update();
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{
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std::unique_lock lock(windowView->workerMutex);
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windowView->view->commitUpdate();
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}
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windowView->updateFinished.raise();
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std::unique_lock lock(windowView->workerMutex);
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windowView->view->commitUpdate();
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}
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std::cout << "Update completed" << std::endl;
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windowView->updateFinished.raise();
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// enqueue next frame update
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viewWorker(viewIndex);
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co_return;
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}
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