`process` and `bind` are called from the same thread in order, there is
no need for atomic usage here.
This reverts commit 3d7dbd6371dcaf307fe6dabc814215cb897e49b9.
This reverts commit b3db1ba10b50c70d7d6b6560aaa89b2d3b1b1450.
It used to be the case that we overwrite this->sync even if it was non-zero
when updating the texture, without deleting the sync object. If we update
faster than we render, the result would be leaking sync objects.
This commit ensures that sync objects are deleted when they are replaced.
Invalidating the entire window on an Expose event causes poor WM
performance when dragging the window around. Instead flag to redraw and
wait for the expose events to stop for 100ms before doing it.
This uses the same line sweep algorithm originally created to copy DXGI
textures to IVSHMEM to implement the copy from IVSHMEM to memory-mapped
pixel buffer objects.
It looks really weird having a separator right after a sentence ending in :.
A separator makes the list look detached from the paragraph that introduces
it, which looks awkward. Instead, this commit moves the separator before the
introducing paragraph.
Also added logic to properly pluralize the sentence.
The display servers and renderers may want to register their own
overlays in the future, as such we need g_state.overlays to be
initialized to allow for this.
Since we only update imgui's cursor location when the overlay is
enabled, if the last cursor position was showing a shape that is
incorrect when we re-enter the overlay the cursor will be wrong. This
corrects this by updating the location as we enter overlay mode.
This adds a new `earlyInit` call which allows the overlay to register
options before actually being intialized. Also the keybind handling and
state tracking for each overlay has been moved internal to the overlay
itself.
When entering overlay mode if the cursor was previously grabbed we
should restore the state when exiting overlay mode. This will also
correct the pointer setting it to NONE or SQUARE depending on the prior
grab state.
X11 needs to calibrate to get the best possible latency, as such it
needs the scene to render so that the render time of the scene can be
accounted for in the delay calculation.