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https://github.com/gnif/LookingGlass.git
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[client] interface: remove needsRender from renderers
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@ -36,8 +36,9 @@
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(x)->onMouseShape && \
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(x)->onMouseEvent && \
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(x)->renderStartup && \
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(x)->needsRender && \
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(x)->render && \
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(x)->createTexture && \
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(x)->freeTexture && \
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(x)->spiceConfigure && \
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(x)->spiceDrawFill && \
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(x)->spiceDrawBitmap && \
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@ -162,10 +163,6 @@ typedef struct LG_RendererOps
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* Context: renderThread */
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bool (*renderStartup)(LG_Renderer * renderer, bool useDMA);
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/* returns if the render method must be called even if nothing has changed.
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* Context: renderThread */
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bool (*needsRender)(LG_Renderer * renderer);
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/* called to render the scene
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* Context: renderThread */
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bool (*render)(LG_Renderer * renderer, LG_RendererRotate rotate,
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@ -936,12 +936,6 @@ static bool egl_renderStartup(LG_Renderer * renderer, bool useDMA)
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return true;
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}
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static bool egl_needsRender(LG_Renderer * renderer)
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{
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//struct Inst * this = UPCAST(struct Inst, renderer);
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return false;
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}
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inline static EGLint egl_bufferAge(struct Inst * this)
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{
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if (!this->hasBufferAge)
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@ -1235,7 +1229,6 @@ struct LG_RendererOps LGR_EGL =
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.onFrameFormat = egl_onFrameFormat,
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.onFrame = egl_onFrame,
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.renderStartup = egl_renderStartup,
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.needsRender = egl_needsRender,
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.render = egl_render,
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.createTexture = egl_createTexture,
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.freeTexture = egl_freeTexture,
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@ -473,12 +473,6 @@ bool opengl_renderStartup(LG_Renderer * renderer, bool useDMA)
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return true;
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}
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static bool opengl_needsRender(LG_Renderer * renderer)
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{
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// struct Inst * this = UPCAST(struct Inst, renderer);
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return false;
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}
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bool opengl_render(LG_Renderer * renderer, LG_RendererRotate rotate, const bool newFrame,
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const bool invalidateWindow, void (*preSwap)(void * udata), void * udata)
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{
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@ -694,7 +688,6 @@ const LG_RendererOps LGR_OpenGL =
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.onFrameFormat = opengl_onFrameFormat,
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.onFrame = opengl_onFrame,
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.renderStartup = opengl_renderStartup,
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.needsRender = opengl_needsRender,
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.render = opengl_render,
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.createTexture = opengl_createTexture,
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.freeTexture = opengl_freeTexture,
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@ -223,8 +223,7 @@ static int renderThread(void * unused)
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if (!lgResetEvent(g_state.frameEvent)
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&& !forceRender
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&& !pending
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&& !app_overlayNeedsRender()
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&& !RENDERER(needsRender))
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&& !app_overlayNeedsRender())
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{
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if (g_state.ds->skipFrame)
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g_state.ds->skipFrame();
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