WebGL2RenderingContext.waitSync()
This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.
The WebGL2RenderingContext.waitSync()
method of the WebGL 2 API returns immediately, but waits on the GL server until the given WebGLSync
object is signaled.
The method is a no-op in the absence of the possibility of synchronizing between multiple GL contexts.
Syntax
void <var>gl</var>.waitSync(<var>sync</var>, <var>flags</var>, <var>timeout</var>);
Parameters
sync
- A
WebGLSync
object on which to wait on. - flags
- A
GLbitfield
specifying a bitwise combination of flags controlling the flushing behavior. Must be0
(exists for extensions only). - timeout
- A
GLint64
specifying a timeout the server should wait before continuing. Must begl.TIMEOUT_IGNORED
.
Return value
None.
Examples
var sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0); gl.waitSync(sync, 0, gl.TIMEOUT_IGNORED);
Specifications
Specification | Status | Comment |
---|---|---|
WebGL 2.0 The definition of 'waitSync' in that specification. |
Editor's Draft | Initial definition for WebGL. |
OpenGL ES 3.0 The definition of 'glWaitSync' in that specification. |
Standard | Man page of the (similar) OpenGL API. |
Browser compatibility
Feature | Chrome | Firefox (Gecko) | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|
Basic support | No support [2] | Nightly build [1] | No support | No support | No support |
Feature | Android | Chrome for Android | Firefox Mobile (Gecko) | IE Mobile | Opera Mobile | Safari Mobile |
---|---|---|---|---|---|---|
Basic support | No support | No support | No support | No support | No support | No support |
[1] WebGL 2 is enabled by default in Firefox Nightly. To enable it in a release version of Firefox, set the preference webgl.enable-prototype-webgl2
to true
in about:config.
[2] To use an experimental implementation of WebGL 2 in Chrome, you have to start Chrome with the runtime flag --enable-unsafe-es3-apis
.
See also
License
© 2016 Mozilla Contributors
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-us/docs/web/api/webgl2renderingcontext/waitsync