It was mendentary job after call glFlush, or similar job between
create sync, and wait.
Let we call glFlush directly after create sync object.
Change-Id: Ia50a80929b6e6d33bfc299993f6513074460cfe1
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
auto* gl = mImpl->GetGL();
if(framebuffer && gl)
{
- gl->Flush();
-
/* @todo Full dependency checking would need to store textures in Begin, and create
* fence objects here; but we're going to draw all fbos on shared context in serial,
* so no real need (yet). Might want to consider ensuring order of render passes,
dependencyChecker.CreateNativeTextureSync(this);
#endif
}
+
+ if(DALI_LIKELY(gl) &&
+ (framebuffer
+#ifndef DALI_PROFILE_TV
+ || (dependencyChecker.GetNativeTextureCount() > 0)
+#endif
+ ))
+ {
+ // Need to call glFlush or eglSwapBuffer after create sync object.
+ gl->Flush();
+ }
}
}