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// Copyright 2020 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GL_GL_FENCE_WIN_H_
#define UI_GL_GL_FENCE_WIN_H_
#include "ui/gl/gl_fence.h"
#include <d3d11_3.h>
#include <wrl/client.h>
namespace gl {
class GL_EXPORT GLFenceWin : public GLFence {
public:
static std::unique_ptr<GLFenceWin> CreateForGpuFence();
static std::unique_ptr<GLFenceWin> CreateForGpuFence(ID3D11Device*);
static std::unique_ptr<GLFenceWin> CreateFromGpuFence(
const gfx::GpuFence& gpu_fence);
static std::unique_ptr<GLFenceWin> CreateFromGpuFence(
ID3D11Device*,
const gfx::GpuFence& gpu_fence);
static bool IsSupported();
GLFenceWin(Microsoft::WRL::ComPtr<ID3D11Fence> d3d11_fence,
gfx::GpuFenceHandle gpu_fence_handle);
~GLFenceWin() override;
TransferableFence Transfer() override;
bool HasCompleted() override;
void ClientWait() override;
void ServerWait() override;
std::unique_ptr<gfx::GpuFence> GetGpuFence() override;
private:
Microsoft::WRL::ComPtr<ID3D11Fence> d3d11_fence_;
gfx::GpuFenceHandle gpu_fence_handle_;
};
} // namespace gl
#endif
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