Пример #1
0
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);
  }
}
Пример #2
0
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);
  }
}