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use winapi::ID3D12Fence;
use comptr::ComPtr;
use error::WinError;
use event::Event;
#[derive(Clone, Debug)]
pub struct Fence {
pub ptr: ComPtr<ID3D12Fence>,
}
impl Fence {
#[inline]
pub fn get_completed_value(&mut self) -> u64 {
unsafe {self.ptr.GetCompletedValue() }
}
#[inline]
pub fn set_event_on<'a>(
&mut self, value: u64, event: &'a Event
) -> Result<(), WinError> {unsafe {
WinError::from_hresult(
self.ptr.SetEventOnCompletion(value, event.get())
)
}}
#[inline]
pub fn signal(&mut self, value: u64) -> Result<(), WinError> {
unsafe {WinError::from_hresult(
self.ptr.Signal(value)
)}
}
}
bitflags!{
#[repr(C)]
pub struct FenceFlags: u32 {
const FENCE_FLAG_NONE = 0;
const FENCE_FLAG_SHARED = 0x1;
const FENCE_FLAG_SHARED_CROSS_ADAPTER = 0x2;
}
}
impl Default for FenceFlags {
#[inline]
fn default() -> FenceFlags {
FENCE_FLAG_NONE
}
}