Make the workqueue slightly safer. Put g_gameInfoCache on the heap.

Cherry-picked from #8592
This commit is contained in:
Henrik Rydgard committed 2016-02-28 12:39:47 +01:00
1 parent 5f761c346b
commit da1a04be8d
18 files changed
+73 -64

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+3 -3
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@@ -173,7 +173,7 @@ private:
};
void GameButton::Draw(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), gamePath_, 0);
GameInfo *ginfo = g_gameInfoCache->GetInfo(dc.GetThin3DContext(), gamePath_, 0);
Thin3DTexture *texture = 0;
u32 color = 0, shadowColor = 0;
using namespace UI;
@@ -976,7 +976,7 @@ bool MainScreen::DrawBackgroundFor(UIContext &dc, const std::string &gamePath, f
GameInfo *ginfo = 0;
if (!gamePath.empty()) {
ginfo = g_gameInfoCache.GetInfo(dc.GetThin3DContext(), gamePath, GAMEINFO_WANTBG);
ginfo = g_gameInfoCache->GetInfo(dc.GetThin3DContext(), gamePath, GAMEINFO_WANTBG);
// Loading texture data may bind a texture.
dc.RebindTexture();
@@ -1009,7 +1009,7 @@ UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
std::string path = e.s;
#endif
GameInfo *ginfo = 0;
ginfo = g_gameInfoCache.GetInfo(nullptr, path, GAMEINFO_WANTBG);
ginfo = g_gameInfoCache->GetInfo(nullptr, path, GAMEINFO_WANTBG);
if (ginfo && ginfo->fileType == FILETYPE_PSP_SAVEDATA_DIRECTORY) {
return UI::EVENT_DONE;
}