GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop,

pull/8/head
Fernando Sahmkow 5 years ago
parent 4e37f1b113
commit c043ac4f13

@ -40,8 +40,7 @@ void GLInnerFence::Wait() {
return; return;
} }
ASSERT(sync_object.handle != 0); ASSERT(sync_object.handle != 0);
while (glClientWaitSync(sync_object.handle, 0, 1000) == GL_TIMEOUT_EXPIRED) glClientWaitSync(sync_object.handle, 0, GL_TIMEOUT_IGNORED);
;
} }
FenceManagerOpenGL::FenceManagerOpenGL(Core::System& system, FenceManagerOpenGL::FenceManagerOpenGL(Core::System& system,

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