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Allow a renderer to opt-out of the render thread and use that for SDL on OGL
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@@ -40,19 +40,5 @@ public:
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virtual bool isHardwareAccelerated() = 0;
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virtual int getDecoderCapabilities() = 0;
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virtual int submitDecodeUnit(PDECODE_UNIT du) = 0;
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virtual void renderFrame(SDL_UserEvent* event) = 0;
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virtual void dropFrame(SDL_UserEvent* event) = 0;
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virtual void queueFrame(void* data1 = nullptr,
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void* data2 = nullptr)
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{
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SDL_Event event;
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event.type = SDL_USEREVENT;
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event.user.code = SDL_CODE_FRAME_READY;
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event.user.data1 = data1;
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event.user.data2 = data2;
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SDL_PushEvent(&event);
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}
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virtual void renderFrameOnMainThread() = 0;
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};
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