eglWaitSync — Wait in the server for a sync object to be signalled
EGLBoolean eglWaitSync(
|
(EGLDisplay display, |
| EGLSync sync, | |
EGLint flags); |
display
Specifies the EGL display connection.
sync
Specifies the sync object to wait on.
flags
Specifies flags controlling wait behavior.
eglWaitSync is similar to
eglClientWaitSync, but instead of blocking
and not returning to the application until
sync is signaled,
eglWaitSync returns immediately. On
success, EGL_TRUE is returned, and the
server for the client API context will block until
sync is signaled.
Note: eglWaitSync allows applications to
continue to queue commands from the application in anticipation
of the sync being signaled, potentially increasing parallelism
between application, client API server code, and the GPU. The
server only blocks execution of commands for the specific
context on which eglWaitSync was issued;
other contexts implemented by the same server are not affected..
sync has the same meaning as for
eglClientWaitSync.
flags must be 0.
eglWaitSync requires support from the bound
client API, and will not succeed unless the same client API
properties described for creation of fence syncs in
eglCreateSync
are satisfied.
eglWaitSync returns
EGL_FALSE on failure, and does not cause
the server for the client API context to block.
If the current context for the currently bound client API does
not support server waits, an EGL_BAD_MATCH
error is generated.
If no context is current for the currently bound client API
(i.e., eglGetCurrentContext returns
EGL_NO_CONTEXT), an
EGL_BAD_MATCH error is generated.
If display does not match the
EGLDisplay passed to
eglCreateSync when
sync was created, the behavior is
undefined.
If sync is not a valid sync object for
display, an
EGL_BAD_PARAMETER error is generated.
If flags is not 0, an
EGL_BAD_PARAMETER error is generated.
eglWaitSync is available only if the EGL
version is 1.5 or greater.
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