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// Copyright 2014 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.
#include "ui/gl/gl_fence_nv.h"
#include "ui/gl/gl_bindings.h"
namespace gl {
GLFenceNV::GLFenceNV() {
// What if either of these GL calls fails? TestFenceNV will return true.
// See spec:
// http://www.opengl.org/registry/specs/NV/fence.txt
//
// What should happen if TestFenceNV is called for a name before SetFenceNV
// is called?
// We generate an INVALID_OPERATION error, and return TRUE.
// This follows the semantics for texture object names before
// they are bound, in that they acquire their state upon binding.
// We will arbitrarily return TRUE for consistency.
glGenFencesNV(1, &fence_);
ResetState();
}
bool GLFenceNV::ResetSupported() {
return true;
}
void GLFenceNV::ResetState() {
glSetFenceNV(fence_, GL_ALL_COMPLETED_NV);
DCHECK(glIsFenceNV(fence_));
glFlush();
}
bool GLFenceNV::HasCompleted() {
DCHECK(glIsFenceNV(fence_));
return !!glTestFenceNV(fence_);
}
void GLFenceNV::ClientWait() {
DCHECK(glIsFenceNV(fence_));
glFinishFenceNV(fence_);
}
void GLFenceNV::ServerWait() {
DCHECK(glIsFenceNV(fence_));
ClientWait();
}
GLFenceNV::~GLFenceNV() {
if (fence_) {
DCHECK(glIsFenceNV(fence_));
glDeleteFencesNV(1, &fence_);
}
}
void GLFenceNV::Invalidate() {
fence_ = 0;
}
} // namespace gl