add an overload which is called from the main thread, just before using the concurrent rendering thread
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@@ -159,6 +159,8 @@ public:
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// If threaded rendering is supported, these will be called from the rendering
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// thread before and after rendering.
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virtual void BeginConcurrentRenderingMainThread() { }
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virtual void EndConcurrentRenderingMainThread() { }
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virtual void BeginConcurrentRendering() { }
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virtual void EndConcurrentRendering() { }
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@@ -1615,6 +1615,16 @@ bool RageDisplay_OGL::SupportsThreadedRendering()
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return g_pWind->SupportsThreadedRendering();
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}
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void RageDisplay_OGL::BeginConcurrentRenderingMainThread()
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{
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g_pWind->BeginConcurrentRenderingMainThread();
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}
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void RageDisplay_OGL::EndConcurrentRenderingMainThread()
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{
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g_pWind->EndConcurrentRenderingMainThread();
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}
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void RageDisplay_OGL::BeginConcurrentRendering()
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{
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g_pWind->BeginConcurrentRendering();
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@@ -16,6 +16,8 @@ public:
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const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const;
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bool SupportsThreadedRendering();
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void BeginConcurrentRenderingMainThread();
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void EndConcurrentRenderingMainThread();
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void BeginConcurrentRendering();
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void EndConcurrentRendering();
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@@ -27,6 +27,8 @@ public:
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virtual const VideoModeParams &GetActualVideoModeParams() const = 0;
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virtual bool SupportsThreadedRendering() { return false; }
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virtual void BeginConcurrentRenderingMainThread() { }
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virtual void EndConcurrentRenderingMainThread() { }
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virtual void BeginConcurrentRendering() { }
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virtual void EndConcurrentRendering() { }
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};
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