[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. :)


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