Chapter 13. Sync Objects and Fences
OpenGL ES 3.0 provides a mechanism for the application to wait until a set of OpenGL ES operations have finished executing on the GPU. You can synchronize GL operations among multiple graphics contexts and threads, which can be important in many advanced graphics applications. For example, you may want to wait for transform feedback results before using those results in your applications.
In this chapter, we discuss the flush command, the finish command, and sync objects and fences, including why they are useful and how to use them to synchronize operations in the graphics pipeline. Finally, we conclude with an example of using sync objects and fences.
Flush and Finish
The OpenGL ES 3.0 API inherits the OpenGL ...
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