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PiperOrigin-RevId: 590913209
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@ -697,10 +697,13 @@ class GlFenceSyncPoint : public GlSyncPoint {
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void Wait() override {
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if (!sync_) return;
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gl_context_->Run([this] {
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// TODO: must this run on the original context??
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if (GlContext::IsAnyContextCurrent()) {
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sync_.Wait();
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});
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return;
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}
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// In case a current GL context is not available, we fall back using the
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// captured gl_context_.
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gl_context_->Run([this] { sync_.Wait(); });
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}
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void WaitOnGpu() override {
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