WebGL2RenderingContext.clientWaitSync()

This is an experimental technology
Because this technology's specification has not stabilized, check the compatibility table for usage in various browsers. Also note that the syntax and behavior of an experimental technology is subject to change in future versions of browsers as the specification changes.

The WebGL2RenderingContext.clientWaitSync() method of the WebGL 2 API blocks and waits for a WebGLSync object to become signaled or a given timeout to be passed.

Syntax

GLenum gl.clientWaitSync(sync, flags, timeout);

Parameters

sync
A WebGLSync object on which to wait on.
flags
A GLbitfield specifying a bitwise combination of flags controlling the flushing behavior. May be gl.SYNC_FLUSH_COMMANDS_BIT.
timeout
A GLint64 specifying a timeout (in nanoseconds) for which to wait for the sync object to become signaled. Must not be larger than gl.MAX_CLIENT_WAIT_TIMEOUT_WEBGL.

Return value

A GLenum indicating the sync object's status.

  • gl.ALREADY_SIGNALED: Indicates that the sync object was signaled when this method was called.
  • gl.TIMEOUT_EXPIRED: Indicates that the timeout time passed and that the sync object did not become signaled.
  • gl.CONDITION_SATISFIED: Indicates that the sync object was signaled before the timeout expired.
  • gl.WAIT_FAILED: Indicates that an error occurred during the execution.

Examples

var sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
var status = gl.clientWaitSync(sync, 0, 0);

Specifications

Specification Status Comment
WebGL 2.0
The definition of 'clientWaitSync' in that specification.
Editor's Draft Initial definition for WebGL.
OpenGL ES 3.0
The definition of 'glClientWaitSync' in that specification.
Standard Man page of the (similar) OpenGL API.

Browser compatibility

Feature Chrome Edge Firefox Internet Explorer Opera Safari Servo
Basic SupportNo support1No support51.0No supportNo supportNo supportNo support
Feature Android Chrome for Android Edge Mobile Firefox for Android IE Mobile Opera Mobile Safari Mobile
Basic SupportNo supportNo supportNo supportNo supportNo supportNo supportNo support

1. To use an experimental implementation of WebGL 2 in Chrome, you have to start Chrome with the runtime flag --enable-unsafe-es3-apis.

See also

Document Tags and Contributors

 Contributors to this page: teoli, fscholz
 Last updated by: teoli,