Comment # 3
on bug 97461
from Lem
I just verified it with a new apitrace. There is indeed glFenceSync() being called. Frame 3 now looks like: 1510 @0 glFenceSync(condition = GL_SYNC_GPU_COMMANDS_COMPLETE, flags = 0) = 0x8c47bf0 1511 @0 glFlush() 1512 @0 glClientWaitSync(sync = 0x8c47bf0, flags = GL_SYNC_FLUSH_COMMANDS_BIT, timeout = 0) = GL_TIMEOUT_EXPIRED 1513 @0 glClientWaitSync(sync = 0x8c47bf0, flags = 0x0, timeout = 0) = GL_ALREADY_SIGNALED 1514 @0 glBegin(mode = GL_QUADS) 1515 @0 glTexCoord2d(s = 0, t = nan) ... 1523 @0 glEnd() 1524 @0 glXSwapBuffers(dpy = 0x88db6a0, drawable = 83886088) and onto Frame 4, and so forth.
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