3fa40e05dc
This allows us to pick GLX on X11 and EGL on Wayland at runtime when building with wxWidgets 3.3.2+ GLEW only allowed to choose between GLX/EGL at compile time. This also removes KICAD_USE_EGL option, KiCad will use whatever wxWidgets was built with. Fixes https://gitlab.com/kicad/code/kicad/-/issues/20647
64 lines
2.0 KiB
C++
64 lines
2.0 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 <advanced_config.h>
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#include <bs_thread_pool.hpp>
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#include <kicad_gl/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::priority_thread_pool( num_threads );
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m_GLContextManager = new GL_CONTEXT_MANAGER();
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}
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