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wined3d: Move struct wined3d_fence to wined3d_gl.h.
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@ -436,4 +436,33 @@ static inline GLuint wined3d_bo_gl_id(struct wined3d_bo *bo)
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return bo ? wined3d_bo_gl(bo)->id : 0;
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}
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union wined3d_gl_fence_object
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{
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GLuint id;
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GLsync sync;
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};
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enum wined3d_fence_result
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{
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WINED3D_FENCE_OK,
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WINED3D_FENCE_WAITING,
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WINED3D_FENCE_NOT_STARTED,
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WINED3D_FENCE_WRONG_THREAD,
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WINED3D_FENCE_ERROR,
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};
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struct wined3d_fence
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{
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struct list entry;
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union wined3d_gl_fence_object object;
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struct wined3d_context_gl *context_gl;
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};
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HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence);
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void wined3d_fence_destroy(struct wined3d_fence *fence);
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void wined3d_fence_issue(struct wined3d_fence *fence, struct wined3d_device *device);
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enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, struct wined3d_device *device);
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enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
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struct wined3d_device *device, uint32_t flags);
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#endif /* __WINE_WINED3D_GL */
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@ -1611,8 +1611,6 @@ struct wined3d_bo
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bool coherent;
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};
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#include "wined3d_gl.h"
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struct wined3d_bo_user
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{
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struct list entry;
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@ -1845,35 +1843,7 @@ enum fogsource {
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FOGSOURCE_COORD,
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};
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union wined3d_gl_fence_object
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{
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GLuint id;
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GLsync sync;
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};
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enum wined3d_fence_result
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{
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WINED3D_FENCE_OK,
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WINED3D_FENCE_WAITING,
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WINED3D_FENCE_NOT_STARTED,
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WINED3D_FENCE_WRONG_THREAD,
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WINED3D_FENCE_ERROR,
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};
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struct wined3d_fence
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{
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struct list entry;
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union wined3d_gl_fence_object object;
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struct wined3d_context_gl *context_gl;
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};
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HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
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void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
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void wined3d_fence_issue(struct wined3d_fence *fence, struct wined3d_device *device) DECLSPEC_HIDDEN;
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enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
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struct wined3d_device *device) DECLSPEC_HIDDEN;
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enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence,
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struct wined3d_device *device, uint32_t flags) DECLSPEC_HIDDEN;
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#include "wined3d_gl.h"
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/* Direct3D terminology with little modifications. We do not have an issued
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* state because only the driver knows about it, but we have a created state
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