// Copyright 2018 The Dawn & Tint Authors // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "dawn/native/opengl/QueueGL.h" #include "dawn/native/BlitBufferToDepthStencil.h" #include "dawn/native/CommandBuffer.h" #include "dawn/native/CommandEncoder.h" #include "dawn/native/opengl/BufferGL.h" #include "dawn/native/opengl/CommandBufferGL.h" #include "dawn/native/opengl/DeviceGL.h" #include "dawn/native/opengl/EGLFunctions.h" #include "dawn/native/opengl/TextureGL.h" #include "dawn/platform/DawnPlatform.h" #include "dawn/platform/tracing/TraceEvent.h" namespace dawn::native::opengl { ResultOrError<Ref<Queue>> Queue::Create(Device* device, const QueueDescriptor* descriptor) { … } Queue::Queue(Device* device, const QueueDescriptor* descriptor) : … { … } MaybeError Queue::SubmitImpl(uint32_t commandCount, CommandBufferBase* const* commands) { … } MaybeError Queue::WriteBufferImpl(BufferBase* buffer, uint64_t bufferOffset, const void* data, size_t size) { … } MaybeError Queue::WriteTextureImpl(const ImageCopyTexture& destination, const void* data, size_t dataSize, const TextureDataLayout& dataLayout, const Extent3D& writeSizePixel) { … } void Queue::OnGLUsed() { … } GLenum Queue::ClientWaitSync(EGLSync sync, Nanoseconds timeout) { … } ResultOrError<bool> Queue::WaitForQueueSerial(ExecutionSerial serial, Nanoseconds timeout) { … } void Queue::SubmitFenceSync() { … } bool Queue::HasPendingCommands() const { … } MaybeError Queue::SubmitPendingCommands() { … } ResultOrError<ExecutionSerial> Queue::CheckAndUpdateCompletedSerials() { … } void Queue::ForceEventualFlushOfCommands() { … } MaybeError Queue::WaitForIdleForDestruction() { … } } // namespace dawn::native::opengl