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hub / github.com/NVIDIAGameWorks/Falcor / waitForFalcor

Method waitForFalcor

Source/Falcor/Core/API/CopyContext.cpp:124–137  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

122}
123
124void CopyContext::waitForFalcor(cudaStream_t stream)
125{
126 if (mpDevice->getType() == Device::Type::D3D12)
127 {
128 mpLowLevelData->submitCommandBuffer();
129 mpLowLevelData->getCudaSemaphore()->waitForFalcor(this, stream);
130 }
131 else
132 {
133 // In the past, we used to wait for all work on the command queue to be done.
134 // Since GFX with Vulkan doesn't support shared fences yet, we do the same here.
135 submit(true);
136 }
137}
138#endif
139
140CopyContext::ReadTextureTask::SharedPtr CopyContext::asyncReadTextureSubresource(const Texture* pTexture, uint32_t subresourceIndex)

Callers 9

executeMethod · 0.45
generateDataMethod · 0.45
getMaterialParamsPythonFunction · 0.45
setMaterialParamsPythonFunction · 0.45
setMeshVerticesPythonFunction · 0.45
FALCOR_SCRIPT_BINDINGFunction · 0.45
aggregateFunction · 0.45
aggregateAllFunction · 0.45

Calls 2

submitCommandBufferMethod · 0.80
getTypeMethod · 0.45

Tested by 1

generateDataMethod · 0.36