Otherwise it could stay client side without being submitted to the GL
server resulting in another context waiting on a Fence that will never
become signalled causing a deadlock.
gl->DeleteSync (sync_meta->glsync);
sync_meta->glsync = gl->FenceSync (GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
GST_LOG ("setting sync object %p", sync_meta->glsync);
- } else {
- gl->Flush ();
}
+ gl->Flush ();
}
void
void
gst_gl_sync_meta_wait (GstGLSyncMeta * sync_meta, GstGLContext * context)
{
- if (sync_meta->context == context)
- return;
-
if (sync_meta->glsync) {
gst_gl_context_thread_add (context,
(GstGLContextThreadFunc) _wait, sync_meta);