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