Beispiel #1
0
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Reset all session data buffers
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void Session::reset(BufferParams& buffer_params, float mb_frame_time_sampling, float fps) {
	// Block for buffer acces and reset immediately. we can't do this
	// in the thread, because we need to allocate an OpenGL buffer, and
	// that only works in the main thread
	thread_scoped_lock display_lock(display_mutex);
	thread_scoped_lock render_buffer_lock(render_buffer_mutex);

	display_outdated    = true;
	reset_time          = time_dt();

	reset_parameters(buffer_params);
    server->reset(params.export_type, scene->kernel->uiGPUs, mb_frame_time_sampling, fps, params.deep_image);
	pause_cond.notify_all();
} //reset()
Beispiel #2
0
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Update render project on the render-server
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void Session::update(BufferParams& buffer_params) {
	// Block for buffer acces and reset immediately. we can't do this
	// in the thread, because we need to allocate an OpenGL buffer, and
	// that only works in the main thread
	thread_scoped_lock display_lock(display_mutex);
	thread_scoped_lock render_buffer_lock(render_buffer_mutex);

	display_outdated    = true;
	reset_time          = time_dt();

	reset_parameters(buffer_params);
    //server->update();
	pause_cond.notify_all();
} //update()
Beispiel #3
0
void
render_vertexbuffer_lock(object_t id, unsigned int lock) {
	render_buffer_lock(id, lock);
}