#include "libANGLE/renderer/gl/SemaphoreGL.h"
#include "libANGLE/Context.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/TextureGL.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"
namespace rx
{
namespace
{
void GatherNativeBufferIDs(const gl::BufferBarrierVector &bufferBarriers,
gl::BarrierVector<GLuint> *outIDs)
{ … }
void GatherNativeTextureIDs(const gl::TextureBarrierVector &textureBarriers,
gl::BarrierVector<GLuint> *outIDs,
gl::BarrierVector<GLenum> *outLayouts)
{ … }
}
SemaphoreGL::SemaphoreGL(GLuint semaphoreID) : … { … }
SemaphoreGL::~SemaphoreGL()
{ … }
void SemaphoreGL::onDestroy(const gl::Context *context)
{ … }
angle::Result SemaphoreGL::importFd(gl::Context *context, gl::HandleType handleType, GLint fd)
{ … }
angle::Result SemaphoreGL::importZirconHandle(gl::Context *context,
gl::HandleType handleType,
GLuint handle)
{ … }
angle::Result SemaphoreGL::wait(gl::Context *context,
const gl::BufferBarrierVector &bufferBarriers,
const gl::TextureBarrierVector &textureBarriers)
{ … }
angle::Result SemaphoreGL::signal(gl::Context *context,
const gl::BufferBarrierVector &bufferBarriers,
const gl::TextureBarrierVector &textureBarriers)
{ … }
GLuint SemaphoreGL::getSemaphoreID() const
{ … }
}