diff --git a/test/RenderingFramework/OpenGLTestContext.cpp b/test/RenderingFramework/OpenGLTestContext.cpp index 8c7f40b0..fe0d9d06 100644 --- a/test/RenderingFramework/OpenGLTestContext.cpp +++ b/test/RenderingFramework/OpenGLTestContext.cpp @@ -259,7 +259,11 @@ void OpenGLRendererContext::run( { _context->beginGL(); } - ~Guard() { _context->endGL(); } + ~Guard() + { + _context->endGL(); + glFinish(); + } OpenGLRendererContext* _context { nullptr }; } guard(this); diff --git a/test/tests/testFramePasses.cpp b/test/tests/testFramePasses.cpp index e6cdcf54..decfdbfd 100644 --- a/test/tests/testFramePasses.cpp +++ b/test/tests/testFramePasses.cpp @@ -482,9 +482,6 @@ TEST(TestViewportToolbox, TestFramePasses_MultiViewports) // Renders the frame pass. framePass1.sceneFramePass->Render(); - - // Force GPU sync - context->_backend->waitForGPUIdle(); } // Gets the input AOV's from the first frame pass and use them in all overlays so the @@ -616,9 +613,6 @@ TEST(TestViewportToolbox, TestFramePasses_MultiViewportsClearDepth) // Renders the frame pass. framePass1.sceneFramePass->Render(); - - // Force GPU sync - context->_backend->waitForGPUIdle(); } // Gets the 'depth' input AOV from the first frame pass and use it in all overlays so the @@ -752,9 +746,6 @@ TEST(TestViewportToolbox, TestFramePasses_TestDynamicAovInputs) // Renders the frame pass. framePass1.sceneFramePass->Render(); - - // Force GPU sync - context->_backend->waitForGPUIdle(); } HdRenderBuffer* colorBuffer = @@ -899,9 +890,6 @@ TEST(TestViewportToolbox, TestFramePasses_ClearDepthBuffer) // Renders the frame pass. framePass1.sceneFramePass->Render(); - - // Force GPU sync - context->_backend->waitForGPUIdle(); } // Gets the 'depth' input AOV from the first frame pass and use it in all overlays so the @@ -1039,9 +1027,6 @@ TEST(TestViewportToolbox, TestFramePasses_ClearColorBuffer) // Renders the frame pass. framePass1.sceneFramePass->Render(); - - // Force GPU sync - context->_backend->waitForGPUIdle(); } // Gets the 'color' input AOV from the first frame pass and use it in all overlays so the