void TextureClientD3D11::SyncWithObject(SyncObject* aSyncObject) { if (!aSyncObject) { return; } MOZ_ASSERT(aSyncObject->GetSyncType() == SyncObject::SyncType::D3D11); SyncObjectD3D11* sync = static_cast<SyncObjectD3D11*>(aSyncObject); if (mTexture) { sync->RegisterTexture(mTexture); } else { sync->RegisterTexture(mTexture10); } }
void TextureClientD3D11::SyncWithObject(SyncObject* aSyncObject) { if (!aSyncObject || !NS_IsMainThread()) { // When off the main thread we sync using a keyed mutex per texture. return; } MOZ_ASSERT(aSyncObject->GetSyncType() == SyncObject::SyncType::D3D11); SyncObjectD3D11* sync = static_cast<SyncObjectD3D11*>(aSyncObject); if (mTexture) { sync->RegisterTexture(mTexture); } else { sync->RegisterTexture(mTexture10); } }