c0bd9f9fe5
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>
37 lines
933 B
C++
37 lines
933 B
C++
/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef FenceSync_DEFINED
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#define FenceSync_DEFINED
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#include "include/core/SkTypes.h"
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namespace sk_gpu_test {
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using PlatformFence = uint64_t;
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static constexpr PlatformFence kInvalidFence = 0;
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/*
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* This class provides an interface to interact with fence syncs. A fence sync is an object that the
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* client can insert into the GPU command stream, and then at any future time, wait until all
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* commands that were issued before the fence have completed.
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*/
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class FenceSync {
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public:
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virtual PlatformFence SK_WARN_UNUSED_RESULT insertFence() const = 0;
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virtual bool waitFence(PlatformFence) const = 0;
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virtual void deleteFence(PlatformFence) const = 0;
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virtual bool validate() const { return true; }
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virtual ~FenceSync() {}
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};
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} // namespace sk_gpu_test
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#endif
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