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 > > ------------------------------ > Hitta kärleken! Klicka här Hitta en dator som passar > dig!<http://windows.microsoft.com/shop> > > _______________________________________________ > directfb-users mailing list > [email protected] > http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-users > >
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