On 10/25/2012 11:17 AM, Eric Anholt wrote:
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?
I can try that out. I'm waiting to hear back from the bug reporter to
see if this even fixes his original issue.
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