Make update of the canvas on sigImageSizeChanged in two stages as well
Now it is done like we process usual update signals. The first part of the signal is DirectConnection, so the canvas has an opportunity to fetch the data of the image's projection and the second part is executed in the context of UI using AuoConnection. It allows us to solve a half of a really serious problem. Now we don't need to use BlockingQueuedConnection for sigImageSizeChanged. After fixing the second user of blocked connections -- KisNodeModel, we will be able to fix bug 289790 quite easily by simply barrier-locking the image before processing. Now we get a deadlock because of blocking signals. CCBUG:289790
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