I wrote a MNG player using DirectFB 1.0.1 a while ago that used a threading
system. You must use surface lock()/unlock() when working with threads
whenever a thread needs to write/read a shared surface.

*Lock* (IDirectFBSurface   * thiz, DFBSurfaceLockFlags flags, void   **
ret_ptr, int   * ret_pitch);
*Unlock* (IDirectFBSurface   * thiz);

[]'s

On Fri, Jan 22, 2010 at 8:27 AM, Karl Berg <[email protected]> wrote:

>  Hi,
>
>
> I like to use DirectFB in a multi threaded environment, where two threads
> share the same surface.
>
>
> One thread does all the drawing on the surface and the other thread is
> using the surface as a source for blitting to screen.
>
>
> As I understand it DirectFB can handle multi threaded access to a surface
> by using sub surfaces. Is this needed in this case where the surface is only
> used as source in one of the threads?
> Is it BTW some documentation about DirectFB in multi threaded environments.
> I have not found one.
>
>
>
>
> Regards,
>
>
> Karl Berg
>
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