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Async PBO Query

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Hi, Does anyone know how to test if an asynchronous glTexSubImage2D() has completed? That is to say, I have called TexSubImage2D() with an PIXEL_UNPACK_BUFFER bound and some time later I would like to know if I can use the texture without causing the GPU to stall. I have investigated the NV_fence extension and it's unclear how that interacts with PBO's. Thanks.

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Quote:
"The command void FinishFenceNV(uint fence); forces all GL commands prior to the fence to satisfy the condition set within SetFenceNV, which, in this spec, is always completion.
FinishFenceNV does not return until all effects from these commands on GL client and server state and the framebuffer are fully realized."


Does sound rather clear to me? I guess "effect on server state" can only be read as "data transfer is done".

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