// Returns the next unused fence name, and allocates the fence GLuint ResourceManager::createFenceSync() { GLuint handle = mFenceSyncHandleAllocator.allocate(); FenceSync *fenceSync = new FenceSync(mRenderer->createFenceSync(), handle); fenceSync->addRef(); mFenceSyncMap[handle] = fenceSync; return handle; }
// Returns the next unused fence name, and allocates the fence GLuint ResourceManager::createFenceSync(rx::GLImplFactory *factory) { GLuint handle = mFenceSyncHandleAllocator.allocate(); FenceSync *fenceSync = new FenceSync(factory->createFenceSync(), handle); fenceSync->addRef(); mFenceSyncMap[handle] = fenceSync; return handle; }