Comment # 4
on bug 103304
from Luc
Yes, we use the glFenceSync() / glWaitSync() system. We have multiple buffers going around and after each vsync a check is done which can be recycled using the non blocking glWaitSync. However, will check if this is done everywhere correctly in our code. Reason of the multi-threading was the format change done during texture upload (which took a lot of cpu power). However, now we do this in a worker thread with optimized code, before doing the texture upload (so to assure the format is compatible with the GPU before requesting the texture upload). Therefore I adapted the code so that both (texture upload and rendering/flush) are now done in one thread as a work around.
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