haiku: change atomic int to non-volatile
* Our atomic calls changed recently and no longer want atomic int pointers to be volatile * Spellcheck
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@@ -25,7 +25,7 @@ class BGLRenderer
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// Private unimplemented copy constructors
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// Private unimplemented copy constructors
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BGLRenderer(const BGLRenderer &);
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BGLRenderer(const BGLRenderer &);
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BGLRenderer & operator=(const BGLRenderer &);
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BGLRenderer & operator=(const BGLRenderer &);
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public:
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public:
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BGLRenderer(BGLView *view, ulong bgl_options,
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BGLRenderer(BGLView *view, ulong bgl_options,
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BGLDispatcher *dispatcher);
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BGLDispatcher *dispatcher);
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@@ -36,14 +36,14 @@ public:
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virtual void LockGL();
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virtual void LockGL();
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virtual void UnlockGL();
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virtual void UnlockGL();
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virtual void SwapBuffers(bool VSync = false);
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virtual void SwapBuffers(bool VSync = false);
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virtual void Draw(BRect updateRect);
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virtual void Draw(BRect updateRect);
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virtual status_t CopyPixelsOut(BPoint source, BBitmap *dest);
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virtual status_t CopyPixelsOut(BPoint source, BBitmap *dest);
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virtual status_t CopyPixelsIn(BBitmap *source, BPoint dest);
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virtual status_t CopyPixelsIn(BBitmap *source, BPoint dest);
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virtual void FrameResized(float width, float height);
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virtual void FrameResized(float width, float height);
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virtual void DirectConnected(direct_buffer_info *info);
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virtual void DirectConnected(direct_buffer_info *info);
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virtual void EnableDirectMode(bool enabled);
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virtual void EnableDirectMode(bool enabled);
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@@ -61,7 +61,7 @@ private:
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virtual status_t _Reserved_Renderer_3(int32, void *);
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virtual status_t _Reserved_Renderer_3(int32, void *);
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virtual status_t _Reserved_Renderer_4(int32, void *);
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virtual status_t _Reserved_Renderer_4(int32, void *);
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volatile int32 fRefCount; // How much we're still usefull?
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int32 fRefCount; // How much we're still useful
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BGLView* fView; // Never forget who is the boss!
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BGLView* fView; // Never forget who is the boss!
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ulong fOptions; // Keep that tune in memory
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ulong fOptions; // Keep that tune in memory
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BGLDispatcher* fDispatcher;// Our personal GL API call dispatcher
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BGLDispatcher* fDispatcher;// Our personal GL API call dispatcher
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