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Wait on our D3D11 swapchain before rendering to reduce latency
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@@ -102,6 +102,13 @@ public:
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virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary** options) = 0;
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virtual void renderFrame(AVFrame* frame) = 0;
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// Called for threaded renderers to allow them to wait prior to us latching
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// the next frame for rendering (as opposed to waiting on buffer swap with
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// an older frame already queued for display).
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virtual void waitToRender() {
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// Don't wait by default
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}
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// Called on the same thread as renderFrame() during destruction of the renderer
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virtual void cleanupRenderContext() {
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// Nothing
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