GpuSyncKind class final
How one side waits for the other's GPU work on a shared texture.
A sync file descriptor or an OpenGL fence signals once, so when
AcquiredFrameHandle.release() succeeds, the session takes the one you
pass. A Vulkan timeline semaphore, Metal shared event, or D3D12 fence counts
up with each frame, so the one you pass stays yours. Keep it valid until a
detach or release of the session completes.
See mln_gpu_sync_kind in the
C API reference.
Constructors
- GpuSyncKind.fromRawValue(int rawValue)
-
const
Properties
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Constants
- cpuComplete → const GpuSyncKind
- The work has already finished, so there is nothing to wait for.
- d3d12Fence → const GpuSyncKind
-
handleis a shared Windows handle to anID3D12Fence. Wait until it reachesvalue. -
handleis anMTLSharedEvent. Wait until it reachesvalue. - openGlFence → const GpuSyncKind
-
handleis aGLsyncin the session's share group. - queueOrder → const GpuSyncKind
- The work was submitted to the queue that both sides share, so work submitted to that queue later runs after it.
- syncFd → const GpuSyncKind
-
handleis a sync file descriptor. - vulkanTimelineSemaphore → const GpuSyncKind
-
handleis aVkSemaphore. Wait until it reachesvalue.