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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// Sync.hpp: Defines sync objects for the EGL_KHR_fence_sync extension.
#ifndef LIBEGL_SYNC_H_
#define LIBEGL_SYNC_H_
#include "Context.hpp"
#include <EGL/eglext.h>
namespace egl
{
class FenceSync
{
public:
explicit FenceSync(Context *context) : context(context)
{
status = EGL_UNSIGNALED_KHR;
context->addRef();
}
~FenceSync()
{
context->release();
context = nullptr;
}
void wait() { context->finish(); signal(); }
void signal() { status = EGL_SIGNALED_KHR; }
bool isSignaled() const { return status == EGL_SIGNALED_KHR; }
private:
EGLint status;
Context *context;
};
}
#endif // LIBEGL_SYNC_H_