sdlWaitForGpuFences function
bool
sdlWaitForGpuFences(
- Pointer<
SdlGpuDevice> device, - bool waitAll,
- Pointer<
Pointer< fences,SdlGpuFence> > - int numFences,
Blocks the thread until the given fences are signaled.
\param device a GPU context. \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all fences to be signaled. \param fences an array of fences to wait on. \param num_fences the number of fences in the fences array. \returns true on success, false on failure; call SDL_GetError() for more information.
\since This function is available since SDL 3.1.3.
\sa SDL_SubmitGPUCommandBufferAndAcquireFence \sa SDL_WaitForGPUIdle
extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences( SDL_GPUDevice *device, bool wait_all, SDL_GPUFence *const *fences, Uint32 num_fences)
Implementation
bool sdlWaitForGpuFences(Pointer<SdlGpuDevice> device, bool waitAll,
Pointer<Pointer<SdlGpuFence>> fences, int numFences) {
final sdlWaitForGpuFencesLookupFunction = libSdl3.lookupFunction<
Uint8 Function(Pointer<SdlGpuDevice> device, Uint8 waitAll,
Pointer<Pointer<SdlGpuFence>> fences, Uint32 numFences),
int Function(
Pointer<SdlGpuDevice> device,
int waitAll,
Pointer<Pointer<SdlGpuFence>> fences,
int numFences)>('SDL_WaitForGPUFences');
return sdlWaitForGpuFencesLookupFunction(
device, waitAll ? 1 : 0, fences, numFences) ==
1;
}