/** Sync object state */
struct gl_sync_object
{
- GLenum Type; /**< GL_SYNC_FENCE */
GLuint Name; /**< Fence name */
GLchar *Label; /**< GL_KHR_debug */
GLint RefCount; /**< Reference count */
* Check if the given sync object is:
* - non-null
* - not in sync objects hash table
- * - type is GL_SYNC_FENCE
* - not marked as deleted
*
* Returns the internal gl_sync_object pointer if the sync object is valid
mtx_lock(&ctx->Shared->Mutex);
if (syncObj != NULL
&& _mesa_set_search(ctx->Shared->SyncObjects, syncObj) != NULL
- && (syncObj->Type == GL_SYNC_FENCE)
&& !syncObj->DeletePending) {
if (incRefCount) {
syncObj->RefCount++;
syncObj = ctx->Driver.NewSyncObject(ctx);
if (syncObj != NULL) {
- syncObj->Type = GL_SYNC_FENCE;
/* The name is not currently used, and it is never visible to
* applications. If sync support is extended to provide support for
* NV_fence, this field will be used. We'll also need to add an object
switch (pname) {
case GL_OBJECT_TYPE:
- v[0] = syncObj->Type;
+ v[0] = GL_SYNC_FENCE;
size = 1;
break;