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authorJohannes Schickel2011-08-06 18:53:21 +0200
committerJohannes Schickel2011-08-06 18:55:32 +0200
commitbcd07d35bb0c5307dfb0864afa3586deba96132c (patch)
tree65d1b7440dbf19def3360033fd213c8df8f7bff4
parentdf3bc62a3a3e5e69c43301ffba1dab120c2e34c2 (diff)
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OSYSTEM: Mention that our OSystem graphics API is not thread safe.
Based on f621f6a5059ec619ae9ea1045548e62a27e99ab4 and the fact that our OpenGL based backends do not (and sometimes cannot easily) implement it in a thread safe manner.
-rw-r--r--common/system.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/common/system.h b/common/system.h
index 600778d8e1..413fe326a7 100644
--- a/common/system.h
+++ b/common/system.h
@@ -403,6 +403,11 @@ public:
* factor 2x, too, just like the game graphics. But if it has a
* cursorTargetScale of 2, then it shouldn't be scaled again by
* the game graphics scaler.
+ *
+ * On a note for OSystem users here. We do not require our graphics
+ * to be thread safe and in fact most/all backends using OpenGL are
+ * not. So do *not* try to call any of these functions from a timer
+ * and/or audio callback (like readBuffer of AudioStreams).
*/
//@{