sdlxWaitForGpuFences function gpu
bool
sdlxWaitForGpuFences(
- Pointer<
SdlGpuDevice> device, - List<
Pointer< fences, {SdlGpuFence> > - bool waitAll = true,
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 3.2.0.
\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)
See also:
Implementation
bool sdlxWaitForGpuFences(
Pointer<SdlGpuDevice> device,
List<Pointer<SdlGpuFence>> fences, {
bool waitAll = true,
}) {
bool result;
final pointer = ffi.calloc<Pointer<SdlGpuFence>>(fences.length);
for (var i = 0; i < fences.length; i++) {
pointer[i] = fences[i];
}
result = sdlWaitForGpuFences(device, waitAll, pointer, fences.length);
pointer.callocFree();
return result;
}