On 13 March 2015 at 08:37, Chad Versace wrote:
> On 03/10/2015 09:15 PM, Matt Turner wrote:
>> On Tue, Mar 10, 2015 at 8:19 PM, Ian Romanick wrote:
>>> On 03/10/2015 05:20 PM, Matt Turner wrote:
Creating/recreating the strings in eglQueryString() is extra work and
isn't thread-safe, as
On 03/10/2015 09:15 PM, Matt Turner wrote:
> On Tue, Mar 10, 2015 at 8:19 PM, Ian Romanick wrote:
>> On 03/10/2015 05:20 PM, Matt Turner wrote:
>>> Creating/recreating the strings in eglQueryString() is extra work and
>>> isn't thread-safe, as exhibited by shader-db's run.c using libepoxy.
>>>
>>>
On Tue, Mar 10, 2015 at 8:19 PM, Ian Romanick wrote:
> On 03/10/2015 05:20 PM, Matt Turner wrote:
>> Creating/recreating the strings in eglQueryString() is extra work and
>> isn't thread-safe, as exhibited by shader-db's run.c using libepoxy.
>>
>> Multiple threads in run.c call eglReleaseThread()
On 03/10/2015 05:20 PM, Matt Turner wrote:
> Creating/recreating the strings in eglQueryString() is extra work and
> isn't thread-safe, as exhibited by shader-db's run.c using libepoxy.
>
> Multiple threads in run.c call eglReleaseThread() around the same time.
> libepoxy calls eglQueryString() to
Creating/recreating the strings in eglQueryString() is extra work and
isn't thread-safe, as exhibited by shader-db's run.c using libepoxy.
Multiple threads in run.c call eglReleaseThread() around the same time.
libepoxy calls eglQueryString() to determine whether eglReleaseThread()
exists, and our