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Enable synchronization with fencing.
authorDerek Sollenberger <djsollen@google.com>
Tue, 15 Mar 2011 18:51:30 +0000 (14:51 -0400)
committerDerek Sollenberger <djsollen@google.com>
Tue, 15 Mar 2011 19:53:20 +0000 (15:53 -0400)
We currently rely on the fact that nvidia serializes glFlush calls
to ensure synchronization, but we should be using fences to handle
this synchronization step.

bug: 4098273
Change-Id: I13c4790434dea07d9da68b8ebebbba15b1e085a5

WebCore/platform/graphics/android/SharedTexture.cpp

index ace7234..7a67ae6 100644 (file)
@@ -94,9 +94,6 @@ void SharedTexture::initSourceTexture()
     m_supportsEGLImage = GLUtils::isEGLImageSupported();
     m_supportsEGLFenceSyncKHR = GLUtils::isEGLFenceSyncSupported();
 
-    //TODO temporarily disable fence sync until nvidia implementation is complete
-    m_supportsEGLFenceSyncKHR = false;
-
     LOGI("imageEGL: %d syncKHR: %d", m_supportsEGLImage, m_supportsEGLFenceSyncKHR);
 
     glGenTextures(1, &m_sourceTexture.m_textureId);