chromium/third_party/dawn/src/dawn/native/opengl/QueueGL.cpp

// Copyright 2018 The Dawn & Tint Authors
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#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