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kc3-lang/angle/src/libANGLE/Semaphore.cpp

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  • Author : Jamie Madill
    Date : 2019-12-16 10:59:44
    Hash : c431d596
    Message : Add Serial to all GL resources. The Serial will help track active resources for filtering out inactive setup calls in capture/replay. Bug: angleproject:4223 Change-Id: I64ba50f27d656c12d45155dc735e9b6f9c04528f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1969062 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Semaphore.cpp
  • //
    // Copyright 2019 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // Semaphore.h: Implements the gl::Semaphore class [EXT_external_objects]
    
    #include "libANGLE/Semaphore.h"
    
    #include "common/angleutils.h"
    #include "libANGLE/renderer/GLImplFactory.h"
    #include "libANGLE/renderer/SemaphoreImpl.h"
    
    namespace gl
    {
    
    Semaphore::Semaphore(rx::GLImplFactory *factory, SemaphoreID id)
        : RefCountObject(factory->generateSerial(), id), mImplementation(factory->createSemaphore())
    {}
    
    Semaphore::~Semaphore() {}
    
    void Semaphore::onDestroy(const Context *context)
    {
        mImplementation->onDestroy(context);
    }
    
    angle::Result Semaphore::importFd(Context *context, HandleType handleType, GLint fd)
    {
        return mImplementation->importFd(context, handleType, fd);
    }
    
    angle::Result Semaphore::wait(Context *context,
                                  const BufferBarrierVector &bufferBarriers,
                                  const TextureBarrierVector &textureBarriers)
    {
        return mImplementation->wait(context, bufferBarriers, textureBarriers);
    }
    
    angle::Result Semaphore::signal(Context *context,
                                    const BufferBarrierVector &bufferBarriers,
                                    const TextureBarrierVector &textureBarriers)
    {
        return mImplementation->signal(context, bufferBarriers, textureBarriers);
    }
    
    }  // namespace gl