Searched refs:fCurrentFenceIdx (Results 1 – 2 of 2) sorted by relevance
41 : fCurrentFenceIdx(0) { in SkGLContext()91 if (fFrameFences[fCurrentFenceIdx]) { in waitOnSyncOrSwap()92 if (!fFenceSync->waitFence(fFrameFences[fCurrentFenceIdx], true)) { in waitOnSyncOrSwap()95 fFenceSync->deleteFence(fFrameFences[fCurrentFenceIdx]); in waitOnSyncOrSwap()98 fFrameFences[fCurrentFenceIdx] = fFenceSync->insertFence(); in waitOnSyncOrSwap()99 fCurrentFenceIdx = (fCurrentFenceIdx + 1) % SK_ARRAY_COUNT(fFrameFences); in waitOnSyncOrSwap()
114 int fCurrentFenceIdx; variable