0fc6e20508
In some cases (mostly mac but not just), we can get to the dtor for
thread pool after the CV has already been destroyed. This prevents that
from being possible and hopefully fixes the crash
Fixes https://gitlab.com/kicad/code/kicad/-/issues/22583
(cherry picked from commit 1b4a840820)
62 lines
1.9 KiB
C++
62 lines
1.9 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <singleton.h>
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#include <bs_thread_pool.hpp>
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#include <gal/opengl/gl_context_mgr.h>
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#include <thread_pool.h>
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KICAD_SINGLETON::~KICAD_SINGLETON()
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{
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// Shutdown() should have been called before static destruction.
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// If not, we still try to clean up, but this may crash on macOS
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// during static destruction due to condition variable issues.
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Shutdown();
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}
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void KICAD_SINGLETON::Shutdown()
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{
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// This will wait for all threads to finish and then join them to the main thread.
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// Must be called before static destruction begins to avoid crashes on macOS.
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if( m_ThreadPool )
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{
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delete m_ThreadPool;
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m_ThreadPool = nullptr;
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// Clear the cached thread pool pointer to prevent dangling reference
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InvalidateKiCadThreadPool();
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}
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if( m_GLContextManager )
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{
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m_GLContextManager->DeleteAll();
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delete m_GLContextManager;
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m_GLContextManager = nullptr;
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}
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}
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void KICAD_SINGLETON::Init()
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{
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int num_threads = std::max( 0, ADVANCED_CFG::GetCfg().m_MaximumThreads );
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m_ThreadPool = new BS::thread_pool( num_threads );
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m_GLContextManager = new GL_CONTEXT_MANAGER();
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} |