[client] egl: properly wait for a new frame on restart

This commit is contained in:
Geoffrey McRae 2020-08-11 14:45:08 +10:00
parent 74649ddb96
commit da8b2d0cec
2 changed files with 8 additions and 2 deletions

View File

@ -1 +1 @@
B2-rc3-8-g4619ddef5d+1
B2-rc3-9-g74649ddb96+1

View File

@ -68,6 +68,7 @@ struct Inst
EGL_Alert * alert; // the alert display
LG_RendererFormat format;
bool start;
uint64_t waitFadeTime;
bool waitDone;
@ -231,6 +232,7 @@ void egl_on_restart(void * opaque)
eglDestroyContext(this->display, this->frameContext);
this->frameContext = NULL;
this->start = false;
this->waitFadeTime = 0;
this->waitDone = false;
}
@ -350,6 +352,7 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const Fra
return false;
}
this->start = true;
return true;
}
@ -542,7 +545,10 @@ bool egl_render(void * opaque, SDL_Window * window)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY, this->useNearest))
if (this->start && egl_desktop_render(this->desktop,
this->translateX, this->translateY,
this->scaleX , this->scaleY ,
this->useNearest))
{
if (!this->waitFadeTime)
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;