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virtual bool | initialize (const SNirtcppCreationParameters ¶ms, const SExposedVideoData &data)=0 |
| Initialize manager with device creation parameters and device window (passed as exposed video data)
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virtual void | terminate ()=0 |
| Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again.
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virtual bool | generateSurface ()=0 |
| Create surface based on current window set.
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virtual void | destroySurface ()=0 |
| Destroy current surface.
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virtual bool | generateContext ()=0 |
| Create context based on current surface.
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virtual void | destroyContext ()=0 |
| Destroy current context.
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virtual const SExposedVideoData & | getContext () const =0 |
| Get current context.
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virtual bool | activateContext (const SExposedVideoData &videoData, bool restorePrimaryOnZero=false)=0 |
| Change render context, disable old and activate new defined by videoData.
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virtual bool | swapBuffers ()=0 |
| Swap buffers.
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| IReferenceCounted () |
| Constructor.
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virtual | ~IReferenceCounted () |
| Destructor.
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void | grab () const |
| Grabs the object. Increments the reference counter by one.
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bool | drop () const |
| Drops the object. Decrements the reference counter by one.
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s32 | getReferenceCount () const |
| Get the reference count.
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const c8 * | getDebugName () const |
| Returns the debug name of the object.
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void | setDebugName (const c8 *newName) |
| Sets the debug name of the object.
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◆ activateContext()
virtual bool nirt::video::IContextManager::activateContext |
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const SExposedVideoData & |
videoData, |
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bool |
restorePrimaryOnZero = false |
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pure virtual |
Change render context, disable old and activate new defined by videoData.
This is mostly used internally by IVideoDriver::beginScene(). But if you want to switch threads which access your OpenGL driver you will have to call this function as follows: Old thread gives up context with: activateContext(nirt::video::SExposedVideoData()); New thread takes over context with: activateContext(videoDriver->getExposedVideoData()); Note that only 1 thread at a time may access an OpenGL context.
The documentation for this class was generated from the following file: