haiku: change atomic int to non-volatile

* Our atomic calls changed recently and no longer want atomic int
  pointers to be volatile
* Spellcheck
This commit is contained in:
Alexander von Gluck IV
2014-01-22 19:55:39 -06:00
parent 07149f0252
commit e5e4120723

View File

@@ -25,7 +25,7 @@ class BGLRenderer
// Private unimplemented copy constructors // Private unimplemented copy constructors
BGLRenderer(const BGLRenderer &); BGLRenderer(const BGLRenderer &);
BGLRenderer & operator=(const BGLRenderer &); BGLRenderer & operator=(const BGLRenderer &);
public: public:
BGLRenderer(BGLView *view, ulong bgl_options, BGLRenderer(BGLView *view, ulong bgl_options,
BGLDispatcher *dispatcher); BGLDispatcher *dispatcher);
@@ -36,14 +36,14 @@ public:
virtual void LockGL(); virtual void LockGL();
virtual void UnlockGL(); virtual void UnlockGL();
virtual void SwapBuffers(bool VSync = false); virtual void SwapBuffers(bool VSync = false);
virtual void Draw(BRect updateRect); virtual void Draw(BRect updateRect);
virtual status_t CopyPixelsOut(BPoint source, BBitmap *dest); virtual status_t CopyPixelsOut(BPoint source, BBitmap *dest);
virtual status_t CopyPixelsIn(BBitmap *source, BPoint dest); virtual status_t CopyPixelsIn(BBitmap *source, BPoint dest);
virtual void FrameResized(float width, float height); virtual void FrameResized(float width, float height);
virtual void DirectConnected(direct_buffer_info *info); virtual void DirectConnected(direct_buffer_info *info);
virtual void EnableDirectMode(bool enabled); virtual void EnableDirectMode(bool enabled);
@@ -61,7 +61,7 @@ private:
virtual status_t _Reserved_Renderer_3(int32, void *); virtual status_t _Reserved_Renderer_3(int32, void *);
virtual status_t _Reserved_Renderer_4(int32, void *); virtual status_t _Reserved_Renderer_4(int32, void *);
volatile int32 fRefCount; // How much we're still usefull? int32 fRefCount; // How much we're still useful
BGLView* fView; // Never forget who is the boss! BGLView* fView; // Never forget who is the boss!
ulong fOptions; // Keep that tune in memory ulong fOptions; // Keep that tune in memory
BGLDispatcher* fDispatcher;// Our personal GL API call dispatcher BGLDispatcher* fDispatcher;// Our personal GL API call dispatcher