public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback) { // If there's already a frame in the pipeline, wait for it to be presented first. // This is a multithread rate limit - we can't be more than one frame behind the command queue. _renderer.WaitForFrame(); _renderer.New <WindowPresentCommand>().Set(new TableRef <ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef <Action>(_renderer, swapBuffersCallback)); _renderer.QueueCommand(); }
public void Barrier() { _renderer.New <BarrierCommand>(); _renderer.QueueCommand(); }