Fix deadlock in rendering

This commit is contained in:
Kenneth Moreland 2020-01-29 15:34:03 -07:00
parent 14c3d90ac3
commit 69c03d902d

@ -230,6 +230,7 @@ void TextRenderer::RenderText(const vtkm::Matrix<vtkm::Float32, 4, 4>& transform
using TextureCoordsArrayHandle = internal::RenderBitmapFontExecutor::TextureCoordsArrayHandle;
ScreenCoordsArrayHandle screenCoords;
TextureCoordsArrayHandle textureCoords;
{
screenCoords.Allocate(static_cast<vtkm::Id>(text.length()));
textureCoords.Allocate(static_cast<vtkm::Id>(text.length()));
ScreenCoordsArrayHandle::WritePortalType screenCoordsPortal = screenCoords.WritePortal();
@ -258,6 +259,7 @@ void TextRenderer::RenderText(const vtkm::Matrix<vtkm::Float32, 4, 4>& transform
screenCoordsPortal.Set(static_cast<vtkm::Id>(i), charCoords);
textureCoordsPortal.Set(static_cast<vtkm::Id>(i), charUVs);
}
}
vtkm::cont::TryExecute(internal::RenderBitmapFontExecutor(screenCoords,
textureCoords,