Optiuon to run video rendering in separate thread - available only for SW mode
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@@ -213,7 +213,8 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer {
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if(Globals.AudioBufferConfig >= 2)
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Thread.currentThread().setPriority( (Thread.NORM_PRIORITY + Thread.MIN_PRIORITY) / 2 ); // Lower than normal
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nativeInit( Globals.DataDir,
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Globals.CommandLine); // Calls main() and never returns, hehe - we'll call eglSwapBuffers() from native code
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Globals.CommandLine,
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( Globals.SwVideoMode && Globals.MultiThreadedVideo ) ? 1 : 0 ); // Calls main() and never returns, hehe - we'll call eglSwapBuffers() from native code
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System.exit(0); // The main() returns here - I don't bother with deinit stuff, just terminate process
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}
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@@ -252,7 +253,7 @@ class DemoRenderer extends GLSurfaceView_SDL.Renderer {
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};
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private native void nativeInitJavaCallbacks();
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private native void nativeInit(String CurrentPath, String CommandLine);
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private native void nativeInit(String CurrentPath, String CommandLine, int multiThreadedVideo);
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private native void nativeResize(int w, int h, int keepAspectRatio);
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private native void nativeDone();
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private native void nativeGlContextLost();
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