Ian Romanick <i...@freedesktop.org> writes: > From: Ian Romanick <ian.d.roman...@intel.com> > > This should fix some problems related to compiling shaders in different > contextes from multiple threads.
This is pretty nasty. I think de-rallocing this file might end up nicer (we'd need a destructor that frees type->name and type->fields.whatever, and a hash walk that calls it in _mesa_glsl_release_types and frees the key string), then mutexes would only be needed for the structure/array hash table inserts with no recursion issues. Does that sound reasonable?
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