skia2/tools/gpu/FenceSync.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

37 lines
933 B
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef FenceSync_DEFINED
#define FenceSync_DEFINED
#include "include/core/SkTypes.h"
namespace sk_gpu_test {
using PlatformFence = uint64_t;
static constexpr PlatformFence kInvalidFence = 0;
/*
* This class provides an interface to interact with fence syncs. A fence sync is an object that the
* client can insert into the GPU command stream, and then at any future time, wait until all
* commands that were issued before the fence have completed.
*/
class FenceSync {
public:
virtual PlatformFence SK_WARN_UNUSED_RESULT insertFence() const = 0;
virtual bool waitFence(PlatformFence) const = 0;
virtual void deleteFence(PlatformFence) const = 0;
virtual bool validate() const { return true; }
virtual ~FenceSync() {}
};
} // namespace sk_gpu_test
#endif