bool libmodbus_cpp::AbstractSlave::setAddress(uint8_t address) { return (modbus_set_slave(getBackend()->getCtx(), address) != -1); }
void Deallocate(void *Ptr) { const uptr BatchClassId = SizeClassMap::ClassID(sizeof(QuarantineBatch)); getBackend().deallocatePrimary(Cache_, Ptr, BatchClassId); }
void initialize(QWindow* window, gl::Context& initContext) { setObjectName("RenderThread"); _context.setWindow(window); _context.create(); _context.makeCurrent(); window->setSurfaceType(QSurface::OpenGLSurface); _context.makeCurrent(_context.qglContext(), window); #ifdef Q_OS_WIN wglSwapIntervalEXT(0); #endif // GPU library init gpu::Context::init<gpu::gl::GLBackend>(); _gpuContext = std::make_shared<gpu::Context>(); _backend = _gpuContext->getBackend(); _context.makeCurrent(); DependencyManager::get<DeferredLightingEffect>()->init(); _context.makeCurrent(); initContext.create(); _context.doneCurrent(); std::unique_lock<std::mutex> lock(_mutex); Parent::initialize(); _context.moveToThread(_thread); } void setup() override { RENDER_THREAD = QThread::currentThread(); // Wait until the context has been moved to this thread {
// Internal quarantine allocation and deallocation functions. We first check // that the batches are indeed serviced by the Primary. // TODO(kostyak): figure out the best way to protect the batches. void *Allocate(uptr Size) { const uptr BatchClassId = SizeClassMap::ClassID(sizeof(QuarantineBatch)); return getBackend().allocatePrimary(Cache_, BatchClassId); }