sharkautarch
sharkautarch
> Gamescope already requires C++20 Ah i see, ok I will revise this PR to use atomic + atomic wait instead of the ‘semaphore’
> You don't need to use the semaphore + condition variable, etc -- you can just use a `std::atomic` + `.wait` + `.notify_all` on it. Ok, I've now rewritten the...
@Joshua-Ashton Could you please re-review this PR?
@t-8ch @walseb @MarcEichler @kisak-valve I believe this issue should be fixed by commit https://github.com/ValveSoftware/gamescope/commit/be20af6e4f605dc159265a71b85d898643528c5e in upstream gamescope
@Joshua-Ashton I have an idea for how to get steamoverlay to be able to hook into gamescope when gamescope has CAP_SYS_NICE But it is a bit complicated, because it would...
I've just added another edit to this PR, adding a `XcbFetch` template class functor to try to make the caching decision logic cleaner. My idea behind this is: - Caching...
Note that `getCachedReply` *does* have to do a copy with `memcpy` (just makes caching stuff *WAY* simpler), but, due to copy elision/RVO, that's actually the *only place* that does copying....
Another update: In addition to reducing the code size down to 93 lines, I've also removed the copies done w/ `memcpy`, by using what is essentially a "non-owning" `unique_ptr`. I...
Last edits I made: I simplified stuff even more. I also switched the `thread_local bool` variable guarding access to `g_cache` to instead be a normal variable holding the owning thread's...
> Can also confirm this PR passed a few hours of OpenGL Linux native gaming. Uhhh I just realized that you said *OpenGL* unless you are using Zink or something...