void VertexProgram::Decompile() { #if 0 VertexDecompilerThread(data, shader, parr).Entry(); #else if(m_decompiler_thread) { Wait(); if(m_decompiler_thread->IsAlive()) m_decompiler_thread->Delete(); safe_delete(m_decompiler_thread); } m_decompiler_thread = new VertexDecompilerThread(data, shader, parr); m_decompiler_thread->Create(); m_decompiler_thread->Run(); #endif }
void VertexProgram::Decompile() { #if 0 VertexDecompilerThread(data, shader, parr).Entry(); #else if(m_decompiler_thread) { Wait(); if(m_decompiler_thread->IsAlive()) { m_decompiler_thread->Stop(); } delete m_decompiler_thread; m_decompiler_thread = nullptr; } m_decompiler_thread = new VertexDecompilerThread(data, shader, parr); m_decompiler_thread->Start(); #endif }