Documentation work
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@ -25,7 +25,6 @@ $extrastylesheet
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<ul class="glfwnavbar">
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<ul class="glfwnavbar">
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<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
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<li><a href="http://www.glfw.org/documentation.html">Documentation</a></li>
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<li><a href="http://www.glfw.org/download.html">Download</a></li>
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<li><a href="http://www.glfw.org/download.html">Download</a></li>
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<li><a href="http://www.glfw.org/media.html">Media</a></li>
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<li><a href="http://www.glfw.org/community.html">Community</a></li>
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<li><a href="http://www.glfw.org/community.html">Community</a></li>
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</ul>
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</ul>
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</div>
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</div>
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@ -82,6 +82,9 @@ Some hints are platform specific. These may be set on any platform but they
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will only affect their specific platform. Other platforms will simply ignore
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will only affect their specific platform. Other platforms will simply ignore
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them. Setting these hints requires no platform specific headers or functions.
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them. Setting these hints requires no platform specific headers or functions.
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@subsubsection init_hints_shared Shared init hints
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@anchor GLFW_JOYSTICK_HAT_BUTTONS
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@anchor GLFW_JOYSTICK_HAT_BUTTONS
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__GLFW_JOYSTICK_HAT_BUTTONS__ specifies whether to also expose joystick hats as
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__GLFW_JOYSTICK_HAT_BUTTONS__ specifies whether to also expose joystick hats as
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buttons, for compatibility with earlier versions of GLFW that did not have @ref
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buttons, for compatibility with earlier versions of GLFW that did not have @ref
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@ -299,35 +302,39 @@ functions not on this list will not be made non-reentrant.
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@subsection thread_safety Thread safety
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@subsection thread_safety Thread safety
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Most GLFW functions must only be called from the main thread, but some may be
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Most GLFW functions must only be called from the main thread (the thread that
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called from any thread. However, no GLFW function may be called from any thread
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calls main), but some may be called from any thread once the library has been
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but the main thread until GLFW has been successfully initialized, including
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initialized. Before initialization the whole library is thread-unsafe.
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functions that may called before initialization.
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The reference documentation for every GLFW function states whether it is limited
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The reference documentation for every GLFW function states whether it is limited
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to the main thread.
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to the main thread.
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Initialization and termination, event processing and the creation and
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Initialization, termination, event processing and the creation and
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destruction of windows, contexts and cursors are all limited to the main thread
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destruction of windows, cursors and OpenGL and OpenGL ES contexts are all
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due to limitations of one or several platforms.
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restricted to the main thread due to limitations of one or several platforms.
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Because event processing must be performed on the main thread, all callbacks
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Because event processing must be performed on the main thread, all callbacks
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except for the error callback will only be called on that thread. The error
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except for the error callback will only be called on that thread. The error
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callback may be called on any thread, as any GLFW function may generate errors.
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callback may be called on any thread, as any GLFW function may generate errors.
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The posting of empty events may be done from any thread. The window user
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The error code and description may be queried from any thread.
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pointer and close flag may also be accessed and modified from any thread, but
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this is not synchronized by GLFW. The following window related functions may
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- @ref glfwGetError
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be called from any thread:
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Empty events may be posted from any thread.
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- @ref glfwPostEmptyEvent
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- @ref glfwPostEmptyEvent
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The window user pointer and close flag may be read and written from any thread,
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but this is not synchronized by GLFW.
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- @ref glfwGetWindowUserPointer
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- @ref glfwGetWindowUserPointer
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- @ref glfwSetWindowUserPointer
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- @ref glfwSetWindowUserPointer
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- @ref glfwWindowShouldClose
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- @ref glfwWindowShouldClose
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- @ref glfwSetWindowShouldClose
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- @ref glfwSetWindowShouldClose
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Rendering may be done on any thread. The following context related functions
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These functions for working with OpenGL and OpenGL ES contexts may be called
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may be called from any thread:
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from any thread, but the window object is not synchronized by GLFW.
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- @ref glfwMakeContextCurrent
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- @ref glfwMakeContextCurrent
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- @ref glfwGetCurrentContext
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- @ref glfwGetCurrentContext
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@ -336,27 +343,23 @@ may be called from any thread:
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- @ref glfwExtensionSupported
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- @ref glfwExtensionSupported
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- @ref glfwGetProcAddress
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- @ref glfwGetProcAddress
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The raw timer may be queried from any thread. The following raw timer related
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The raw timer functions may be called from any thread.
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functions may be called from any thread:
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- @ref glfwGetTimerFrequency
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- @ref glfwGetTimerFrequency
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- @ref glfwGetTimerValue
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- @ref glfwGetTimerValue
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The regular timer may be used from any thread, but the reading and writing of
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The regular timer may be used from any thread, but reading and writing the timer
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the timer offset is not synchronized by GLFW. The following timer related
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offset is not synchronized by GLFW.
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functions may be called from any thread:
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- @ref glfwGetTime
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- @ref glfwGetTime
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- @ref glfwSetTime
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- @ref glfwSetTime
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Library version information may be queried from any thread. The following
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Library version information may be queried from any thread.
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version related functions may be called from any thread:
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- @ref glfwGetVersion
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- @ref glfwGetVersion
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- @ref glfwGetVersionString
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- @ref glfwGetVersionString
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Vulkan objects may be created and information queried from any thread. The
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All Vulkan related functions may be called from any thread.
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following Vulkan related functions may be called from any thread:
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- @ref glfwVulkanSupported
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- @ref glfwVulkanSupported
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- @ref glfwGetRequiredInstanceExtensions
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- @ref glfwGetRequiredInstanceExtensions
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@ -364,9 +367,9 @@ following Vulkan related functions may be called from any thread:
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- @ref glfwGetPhysicalDevicePresentationSupport
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- @ref glfwGetPhysicalDevicePresentationSupport
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- @ref glfwCreateWindowSurface
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- @ref glfwCreateWindowSurface
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GLFW uses no synchronization objects internally except for thread-local storage
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GLFW uses synchronization objects internally only to manage the per-thread
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to keep track of the current context for each thread. Synchronization is left
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context and error states. Additional synchronization is left to the
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to the application.
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application.
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Functions that may currently be called from any thread will always remain so,
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Functions that may currently be called from any thread will always remain so,
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but functions that are currently limited to the main thread may be updated to
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but functions that are currently limited to the main thread may be updated to
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