Avoid using a flag to specify if the effect state needs to be updated
This fixes a potential missed state change if an update with a new state got replaced with one that doesn't.
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@@ -2052,7 +2052,7 @@ static ALCenum UpdateDeviceParams(ALCdevice *device, const ALCint *attrList)
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RestoreFPUMode(&oldMode);
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return ALC_INVALID_DEVICE;
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}
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UpdateEffectSlotProps(slot, AL_FALSE);
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UpdateEffectSlotProps(slot);
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}
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context = ATOMIC_LOAD(&device->ContextList);
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@@ -2077,7 +2077,7 @@ static ALCenum UpdateDeviceParams(ALCdevice *device, const ALCint *attrList)
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return ALC_INVALID_DEVICE;
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}
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UpdateEffectSlotProps(slot, AL_FALSE);
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UpdateEffectSlotProps(slot);
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}
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UnlockUIntMapRead(&context->EffectSlotMap);
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@@ -336,6 +336,7 @@ static void CalcEffectSlotParams(ALeffectslot *slot, ALCdevice *device)
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{
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struct ALeffectslotProps *first;
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struct ALeffectslotProps *props;
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ALeffectState *state;
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props = ATOMIC_EXCHANGE(struct ALeffectslotProps*, &slot->Update, NULL, almemory_order_acq_rel);
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if(!props) return;
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@@ -355,13 +356,16 @@ static void CalcEffectSlotParams(ALeffectslot *slot, ALCdevice *device)
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slot->Params.DecayTime = 0.0f;
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slot->Params.AirAbsorptionGainHF = 1.0f;
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}
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state = ATOMIC_EXCHANGE(ALeffectState*, &props->State, NULL, almemory_order_relaxed);
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/* If the state object is changed, exchange it with the current one so it
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* remains in the freelist and isn't leaked.
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*/
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if(ATOMIC_LOAD(&props->UpdateState, almemory_order_relaxed))
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slot->Params.EffectState = ATOMIC_EXCHANGE(ALeffectState*,
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&props->State, slot->Params.EffectState, almemory_order_relaxed
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);
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if(state != slot->Params.EffectState)
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{
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ATOMIC_STORE(&props->State, slot->Params.EffectState, almemory_order_relaxed);
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slot->Params.EffectState = state;
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}
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V(slot->Params.EffectState,update)(device, slot, &props->Props);
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@@ -79,8 +79,6 @@ struct ALeffectslotProps {
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ATOMIC(ALenum) Type;
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ALeffectProps Props;
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/* Flag indicates if State should be updated. */
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ATOMIC(ALboolean) UpdateState;
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ATOMIC(ALeffectState*) State;
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ATOMIC(struct ALeffectslotProps*) next;
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@@ -140,7 +138,7 @@ inline struct ALeffectslot *RemoveEffectSlot(ALCcontext *context, ALuint id)
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ALenum InitEffectSlot(ALeffectslot *slot);
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void DeinitEffectSlot(ALeffectslot *slot);
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void UpdateEffectSlotProps(ALeffectslot *slot, ALboolean withstate);
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void UpdateEffectSlotProps(ALeffectslot *slot);
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ALvoid ReleaseALAuxiliaryEffectSlots(ALCcontext *Context);
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@@ -201,7 +201,7 @@ AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param
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if(!(value == AL_TRUE || value == AL_FALSE))
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SET_ERROR_AND_GOTO(context, AL_INVALID_VALUE, done);
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slot->AuxSendAuto = value;
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UpdateEffectSlotProps(slot, AL_FALSE);
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UpdateEffectSlotProps(slot);
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if(!ATOMIC_LOAD(&context->DeferUpdates, almemory_order_acquire))
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UpdateAllSourceProps(context);
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break;
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@@ -264,7 +264,7 @@ AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param
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default:
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SET_ERROR_AND_GOTO(context, AL_INVALID_ENUM, done);
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}
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UpdateEffectSlotProps(slot, AL_FALSE);
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UpdateEffectSlotProps(slot);
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done:
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WriteUnlock(&context->PropLock);
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@@ -502,12 +502,12 @@ ALenum InitializeEffect(ALCdevice *Device, ALeffectslot *EffectSlot, ALeffect *e
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}
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EffectSlot->Effect.State = State;
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UpdateEffectSlotProps(EffectSlot, AL_TRUE);
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UpdateEffectSlotProps(EffectSlot);
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}
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else if(effect)
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{
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memcpy(&EffectSlot->Effect.Props, &effect->Props, sizeof(EffectSlot->Effect.Props));
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UpdateEffectSlotProps(EffectSlot, AL_FALSE);
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UpdateEffectSlotProps(EffectSlot);
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}
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return AL_NO_ERROR;
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@@ -556,7 +556,8 @@ void DeinitEffectSlot(ALeffectslot *slot)
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{
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ALeffectState *state;
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state = ATOMIC_LOAD(&props->State, almemory_order_relaxed);
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DELETE_OBJ(state);
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if(state != slot->Params.EffectState)
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DELETE_OBJ(state);
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TRACE("Freed unapplied AuxiliaryEffectSlot update %p\n", props);
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al_free(props);
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}
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@@ -577,7 +578,7 @@ void DeinitEffectSlot(ALeffectslot *slot)
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DELETE_OBJ(slot->Params.EffectState);
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}
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void UpdateEffectSlotProps(ALeffectslot *slot, ALboolean withstate)
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void UpdateEffectSlotProps(ALeffectslot *slot)
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{
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struct ALeffectslotProps *props;
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ALeffectState *oldstate;
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@@ -605,10 +606,8 @@ void UpdateEffectSlotProps(ALeffectslot *slot, ALboolean withstate)
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/* Swap out any stale effect state object there may be in the container, to
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* delete it.
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*/
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ATOMIC_STORE(&props->UpdateState, withstate, almemory_order_relaxed);
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oldstate = ATOMIC_EXCHANGE(ALeffectState*, &props->State,
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withstate ? slot->Effect.State : NULL, almemory_order_relaxed
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);
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oldstate = ATOMIC_EXCHANGE(ALeffectState*, &props->State, slot->Effect.State,
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almemory_order_relaxed);
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/* Set the new container for updating internal parameters. */
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props = ATOMIC_EXCHANGE(struct ALeffectslotProps*, &slot->Update, props,
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