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    <title>topic Opengl glClientWaitSync log message API_ID_SYNC_FLUSH, what does it mean? in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/Opengl-glClientWaitSync-log-message-API-ID-SYNC-FLUSH-what-does/m-p/1216155#M1685</link>
    <description>&lt;P&gt;Log message is:&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;OpenGL (Info) [API] [Other] : API_ID_SYNC_FLUSH other warning has been generated. ClientWait flush in different gc for sync object 6, "" will be ineffective.&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;Usage:&amp;nbsp; I have some vertex, index and uniform buffers using the persistently mapped technique.&amp;nbsp; If the buffer has been used that frame, I set fence in the usual way.&amp;nbsp; Next time that buffer is used, typically after 2 more frames in ring buffer, I check status with glClientWaitSync, blocking if necessary.&amp;nbsp; With 3 frame ring buffer, this never blocks, with single frame, it will block regularly. All as expected.&lt;/P&gt;
&lt;P&gt;Testing on laptop with nVidia and Intel GPUs.&amp;nbsp; nVidia is silent on this usage and runs fine.&amp;nbsp; Intel HD produces the noted log message repeatedly.&lt;/P&gt;
&lt;P&gt;What does this message mean, and how can I fix it?&lt;/P&gt;</description>
    <pubDate>Fri, 09 Oct 2020 06:17:07 GMT</pubDate>
    <dc:creator>GregZero</dc:creator>
    <dc:date>2020-10-09T06:17:07Z</dc:date>
    <item>
      <title>Opengl glClientWaitSync log message API_ID_SYNC_FLUSH, what does it mean?</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/Opengl-glClientWaitSync-log-message-API-ID-SYNC-FLUSH-what-does/m-p/1216155#M1685</link>
      <description>&lt;P&gt;Log message is:&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;OpenGL (Info) [API] [Other] : API_ID_SYNC_FLUSH other warning has been generated. ClientWait flush in different gc for sync object 6, "" will be ineffective.&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;Usage:&amp;nbsp; I have some vertex, index and uniform buffers using the persistently mapped technique.&amp;nbsp; If the buffer has been used that frame, I set fence in the usual way.&amp;nbsp; Next time that buffer is used, typically after 2 more frames in ring buffer, I check status with glClientWaitSync, blocking if necessary.&amp;nbsp; With 3 frame ring buffer, this never blocks, with single frame, it will block regularly. All as expected.&lt;/P&gt;
&lt;P&gt;Testing on laptop with nVidia and Intel GPUs.&amp;nbsp; nVidia is silent on this usage and runs fine.&amp;nbsp; Intel HD produces the noted log message repeatedly.&lt;/P&gt;
&lt;P&gt;What does this message mean, and how can I fix it?&lt;/P&gt;</description>
      <pubDate>Fri, 09 Oct 2020 06:17:07 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/Opengl-glClientWaitSync-log-message-API-ID-SYNC-FLUSH-what-does/m-p/1216155#M1685</guid>
      <dc:creator>GregZero</dc:creator>
      <dc:date>2020-10-09T06:17:07Z</dc:date>
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