[haiku-appserver] Re: 2D engine
- From: "DarkWyrm" <bpmagic@xxxxxxxxxxxxxxx>
- To: haiku-appserver@xxxxxxxxxxxxx
- Date: Wed, 27 Oct 2004 16:59:06 -0400 EDT
>
> I'm not Rudolf but I hope you'll pardon me if I reply :)
>
> > What is/means engine synchronization?
>
> My take is that it's a means to lock the driver/hardware, to be able
> to serialize the access to it. It's like any other form of locking,
just that it's the driver/accelerant which implements it.
> That way you don't have to implement your own locking in the
> displaydriver class, you just call acquire_engine_global() before
calling any accelerant function, then release_engine_global() when
you're finished.
>
> Look at the blit() function here:
> http://cvs.sourceforge.net/viewcvs.py/open-beos/current/src/kits/game/WindowScreen.cpp?rev=1.6&view=markup
> view=markup>
> for an example.
Wow!. That article means that quite a lot of the locking shouldn't have
to be there. I'm *definitely* socking that away for an optimization
later on. :)
--DW
- References:
- [haiku-appserver] Re: 2D engine
- From: Stefano Ceccherini
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- » [haiku-appserver] Re: 2D engine
- [haiku-appserver] Re: 2D engine
- From: Stefano Ceccherini