/*     Copyright 2019 Diligent Graphics LLC
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 * 
 *     http://www.apache.org/licenses/LICENSE-2.0
 * 
 *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#pragma once

namespace Diligent
{

class AsyncWritableResource
{
public:
    AsyncWritableResource() noexcept {}

    void   SetPendingMemoryBarriers(Uint32 Barriers) { m_PendingMemoryBarriers |= Barriers; }
    Uint32 GetPendingMemortBarriers() { return m_PendingMemoryBarriers; }

private:
    friend class GLContextState;
    void ResetPendingMemoryBarriers(Uint32 Barriers) { m_PendingMemoryBarriers = Barriers; }
    void ClearPendingMemoryBarriers(Uint32 Barriers) { m_PendingMemoryBarriers &= ~Barriers; }

    // Buffer barriers:
    // GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
    // GL_ELEMENT_ARRAY_BARRIER_BIT
    // GL_UNIFORM_BARRIER_BIT
    // GL_BUFFER_UPDATE_BARRIER_BIT
    // GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT
    // GL_SHADER_STORAGE_BARRIER_BIT

    // Texture barriers:
    // GL_TEXTURE_FETCH_BARRIER_BIT
    // GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
    // GL_PIXEL_BUFFER_BARRIER_BIT
    // GL_TEXTURE_UPDATE_BARRIER_BIT

    // Misc barriers:
    // GL_FRAMEBUFFER_BARRIER_BIT
    // GL_TRANSFORM_FEEDBACK_BARRIER_BIT
    // GL_ATOMIC_COUNTER_BARRIER_BIT
    // GL_QUERY_BUFFER_BARRIER_BIT

    Uint32 m_PendingMemoryBarriers = 0;
};

} // namespace Diligent
