#define DALI_INTERNAL_WINDOWSYSTEM_COMMON_GL_WINDOW_RENDER_THREAD_H
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
void SetWindowBase(WindowBase* windowBase);
/**
- * @brief Sets egl configuration for GlWindow
+ * @brief Sets graphics configuration for GlWindow
*
* @param[in] depth the flag of depth buffer. If true is set, 24bit depth buffer is enabled.
* @param[in] stencil the flag of stencil. it true is set, 8bit stencil buffer is enabled.
* @param[in] version the GLES version.
*
*/
- void SetEglConfig(bool depth, bool stencil, int msaa, int version);
+ void SetGraphicsConfig(bool depth, bool stencil, int msaa, int version);
/**
* Pauses the Render Thread.
void Stop();
/**
- * @copydoc Dali::GlWindow::RegisterGlCallback()
+ * @copydoc Dali::GlWindow::RegisterGlCallbacks()
*/
- void RegisterGlCallback(CallbackBase* initCallback, CallbackBase* renderFrameCallback, CallbackBase* terminateCallback);
+ void RegisterGlCallbacks(CallbackBase* initCallback, CallbackBase* renderFrameCallback, CallbackBase* terminateCallback);
/**
* Enable OnDemand Rendering Mode
int mScreenRotationAngle; ///< The angle of screen rotation angle
// To manage the render/main thread
- ConditionalWait mRenderThreadWaitCondition; ///< The wait condition for the update-render-thread.
- volatile unsigned int mDestroyRenderThread; ///< Stop render thread. It means this rendter thread will be destoried.
- volatile unsigned int mPauseRenderThread; ///< Sleep render thread by pause.
- volatile unsigned int mRenderingMode; ///< Rendering Mode, 0: continuous, 1:OnDemad
- volatile unsigned int mRequestRenderOnce; ///< Request rendering once
- volatile unsigned int mSurfaceStatus; ///< When surface is changed as resized or rotated, this flag is set. 0: No changed, 1:resized, 2:window rotation, 4:screen rotation
- volatile unsigned int mPostRendering; ///< Whether post-rendering is taking place (set by the event & render threads, read by the render-thread).
+ ConditionalWait mRenderThreadWaitCondition; ///< The wait condition for the update-render-thread.
+ volatile unsigned int mDestroyRenderThread; ///< Stop render thread. It means this rendter thread will be destoried.
+ volatile unsigned int mPauseRenderThread; ///< Sleep render thread by pause.
+ volatile unsigned int mRenderingMode; ///< Rendering Mode, 0: continuous, 1:OnDemad
+ volatile unsigned int mRequestRenderOnce; ///< Request rendering once
+ volatile unsigned int mSurfaceStatus; ///< When surface is changed as resized or rotated, this flag is set. 0: No changed, 1:resized, 2:window rotation, 4:screen rotation
+ volatile unsigned int mPostRendering; ///< Whether post-rendering is taking place (set by the event & render threads, read by the render-thread).
uint64_t mDefaultFrameDurationNanoseconds; ///< Default duration of a frame (used for sleeping if not enough time elapsed). Not protected by lock, but written to rarely so not worth adding a lock when reading.