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Further discussion about threading and overlays #32
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Indeed, I'm not very proud of this workaround. As you say, the proper way could be to avoid calling twice the method "vid_update_yuv_overlay" but I didn't find how to do that previously. |
@lmerckx @h0tw1r3 What's the game trying to archieve if it calls My understanding is that all games should call Maybe I should simply let the games call Maybe I am misunderstanding the internal architecture of the program here... @h0tw1r3 I know you are busy but I need your input about this too. |
In other words: there MUST be a "central" function that calls A game can update the YUV surface (via That or I just don't get how hypseus is supposed to present the video. |
Well, in the end I decided to disable waiting for texture updates for now. |
Hi there,
I am opening this to discuss the use of this as a workaround for the several seconds stalls in DL2:
hypseus/src/video/video.cpp
Line 710 in c2d4dea
Original PR:
#24
Original analysis by @lmerckx is copied here for convenience:
The blocking should not happen to start with. This seems like a workaround and not a true solution. Any ideas?
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