###### (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!) # SDL_WaitForGPUFences Blocks the thread until the given fences are signaled. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_gpu.h) ## Syntax ```c bool SDL_WaitForGPUFences( SDL_GPUDevice *device, bool wait_all, SDL_GPUFence *const *fences, Uint32 num_fences); ``` ## Function Parameters | | | | | ------------------------------------- | -------------- | ---------------------------------------------------------------------------------- | | [SDL_GPUDevice](SDL_GPUDevice) * | **device** | a GPU context. | | bool | **wait_all** | if 0, wait for any fence to be signaled, if 1, wait for all fences to be signaled. | | [SDL_GPUFence](SDL_GPUFence) *const * | **fences** | an array of fences to wait on. | | [Uint32](Uint32) | **num_fences** | the number of fences in the fences array. | ## Return Value (bool) Returns true on success, false on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Version This function is available since SDL 3.1.3. ## See Also - [SDL_SubmitGPUCommandBufferAndAcquireFence](SDL_SubmitGPUCommandBufferAndAcquireFence) - [SDL_WaitForGPUIdle](SDL_WaitForGPUIdle) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryGPU](CategoryGPU)