add an overload which is called from the main thread, just before using the concurrent rendering thread

This commit is contained in:
Glenn Maynard
2006-01-27 09:13:03 +00:00
parent f53f30f6cf
commit eb0e1f4295
4 changed files with 16 additions and 0 deletions
+2
View File
@@ -159,6 +159,8 @@ public:
// If threaded rendering is supported, these will be called from the rendering
// thread before and after rendering.
virtual void BeginConcurrentRenderingMainThread() { }
virtual void EndConcurrentRenderingMainThread() { }
virtual void BeginConcurrentRendering() { }
virtual void EndConcurrentRendering() { }
+10
View File
@@ -1615,6 +1615,16 @@ bool RageDisplay_OGL::SupportsThreadedRendering()
return g_pWind->SupportsThreadedRendering();
}
void RageDisplay_OGL::BeginConcurrentRenderingMainThread()
{
g_pWind->BeginConcurrentRenderingMainThread();
}
void RageDisplay_OGL::EndConcurrentRenderingMainThread()
{
g_pWind->EndConcurrentRenderingMainThread();
}
void RageDisplay_OGL::BeginConcurrentRendering()
{
g_pWind->BeginConcurrentRendering();
+2
View File
@@ -16,6 +16,8 @@ public:
const PixelFormatDesc *GetPixelFormatDesc(PixelFormat pf) const;
bool SupportsThreadedRendering();
void BeginConcurrentRenderingMainThread();
void EndConcurrentRenderingMainThread();
void BeginConcurrentRendering();
void EndConcurrentRendering();
@@ -27,6 +27,8 @@ public:
virtual const VideoModeParams &GetActualVideoModeParams() const = 0;
virtual bool SupportsThreadedRendering() { return false; }
virtual void BeginConcurrentRenderingMainThread() { }
virtual void EndConcurrentRenderingMainThread() { }
virtual void BeginConcurrentRendering() { }
virtual void EndConcurrentRendering() { }
};