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