I am trying to find scenarios in which Sync objects can be used in OpenGL. I understand that a synchronization object once put into a GL command stream (using glFenceSync ()) will be signaled after all GL commands have been executed and implemented. If synchronization objects are synchronization primitives, why can't we ALWAYS signal them? Where exactly can this functionality help the GL programmer?
Is the following scenario correct?
Thread 1 : Load model Draw() glFenceSync() Thread 2 : glWaitSync(); ReadPixels Use data for subsequent operation.
Does this mean that I cannot start thread 2 if glFenceSync () is not called in Thread 1?
synchronization opengl opengl-3
maverick9888
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