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Pulls the call to .update out of the critical section.
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@ -628,11 +628,14 @@ int main(int argc, char *argv[]) {
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bool should_quit = false;
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Uint32 fullscreen_mode = 0;
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while(!should_quit) {
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// Wait for vsync and draw a new frame (NB: machine_mutex is *not* currently locked).
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// Wait for vsync, draw a new frame and post a machine update.
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// NB: machine_mutex is *not* currently locked, therefore it shouldn't
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// be 'most' of the time.
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SDL_GL_SwapWindow(window);
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scan_target.update(int(window_width), int(window_height));
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scan_target.draw(int(window_width), int(window_height));
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if(activity_observer) activity_observer->draw();
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updater.update();
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// Grab the machine lock and process all pending events.
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std::lock_guard<std::mutex> lock_guard(machine_mutex);
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@ -854,9 +857,6 @@ int main(int argc, char *argv[]) {
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}
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}
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}
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// Request a machine update.
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updater.update();
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}
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// Clean up.
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