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Call glFlush after eglCreateSync, not before #15
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kbrenneman
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Despite what the spec claims, this isn't actually how our implementation behaves. It flushes internally during CreateSync() and attaches the fence created by that flush operation. I think this was and is still just perturbing some timing/race if it affects anything at all.
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That's possible -- I'm still trying to make sense of that myself.
But at the very least, this is the one sequence that the spec requires to work, so even if there's a driver bug lurking, this should continue to work once it's fixed, right?
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In that it won't make things worse, yes. I just worry there's a worse bug somewhere that this continues to paper over. This might actually break the papering over, in that the after-create flush will probably get reduced to a no-op by the driver logic.
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Thus far, I haven't managed to get an incorrect result, short of trying to draw a frame that takes long enough to cause timeouts (in which case the result is identical to the current code).
The fact that
eglQuerySyncwithout aglFlushgets signaled at the wrong point does suggest a driver bug, but matching the spec seems like the best hedge against whatever changes in driver behavior might happen in the future.Strictly speaking, with the current code in egl-x11, the EGLSync isn't even required to be signaled at all.