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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