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/////////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
/////////////////////////////////////////////////////////////////////////////////
#ifndef EASTL_ATOMIC_INTERNAL_COMPILER_THREAD_FENCE_H
#define EASTL_ATOMIC_INTERNAL_COMPILER_THREAD_FENCE_H
#if defined(EA_PRAGMA_ONCE_SUPPORTED)
#pragma once
#endif
/////////////////////////////////////////////////////////////////////////////////
//
// void EASTL_COMPILER_ATOMIC_THREAD_FENCE_*()
//
#if defined(EASTL_COMPILER_ATOMIC_THREAD_FENCE_RELAXED)
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_RELAXED_AVAILABLE 1
#else
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_RELAXED_AVAILABLE 0
#endif
#if defined(EASTL_COMPILER_ATOMIC_THREAD_FENCE_ACQUIRE)
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_ACQUIRE_AVAILABLE 1
#else
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_ACQUIRE_AVAILABLE 0
#endif
#if defined(EASTL_COMPILER_ATOMIC_THREAD_FENCE_RELEASE)
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_RELEASE_AVAILABLE 1
#else
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_RELEASE_AVAILABLE 0
#endif
#if defined(EASTL_COMPILER_ATOMIC_THREAD_FENCE_ACQ_REL)
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_ACQ_REL_AVAILABLE 1
#else
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_ACQ_REL_AVAILABLE 0
#endif
#if defined(EASTL_COMPILER_ATOMIC_THREAD_FENCE_SEQ_CST)
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_SEQ_CST_AVAILABLE 1
#else
#define EASTL_COMPILER_ATOMIC_THREAD_FENCE_SEQ_CST_AVAILABLE 0
#endif
#endif /* EASTL_ATOMIC_INTERNAL_COMPILER_THREAD_FENCE_H */
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