////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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()
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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()
void render_vertexbuffer_lock(object_t id, unsigned int lock) { render_buffer_lock(id, lock); }