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authorAnders Bakken <anders.bakken@nokia.com>2009-08-28 03:37:40 (GMT)
committerAnders Bakken <anders.bakken@nokia.com>2009-09-01 22:25:51 (GMT)
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treefda78f056d25bd876b7348bf732463939b9fe648 /mkspecs/qws
parent913a21aae513714217be233c6cecfb39212a4be8 (diff)
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Rewrite of DirectFB locking mechanism
DirectFB allows you to have a locked subSurface that remains valid while you paint on the unlocked "parent" surface. The only limitation is that when accessing the locked memory you might have to call DirectFB->WaitIdle() in case pending GPU operations aren't finished. After this we keep the locked surface around at all times (from the first time it's requested) until the surface dies. Previous calls to lock() will just call WaitIdle if necessary and previous calls to unlock now just mark the surface as dirty and in need of a WaitIdle if someone needs to access its pixel data. Reviewed-by: Donald Carr <donald.carr@nokia.com>
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