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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Deadlock inside glClientWaitSync"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105339#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Deadlock inside glClientWaitSync"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105339">bug 105339</a>
from <span class="vcard"><a class="email" href="mailto:dark_sylinc@yahoo.com.ar" title="Matias N. Goldberg <dark_sylinc@yahoo.com.ar>"> <span class="fn">Matias N. Goldberg</span></a>
</span></b>
<pre>By the way, if I change the waits to the following:
while( waitRet != GL_ALREADY_SIGNALED && waitRet != GL_CONDITION_SATISFIED )
{
waitDuration = 1 second;
waitRet = glClientWaitSync( fenceName, waitFlags, waitDuration );
assert( waitRet != GL_WAIT_FAILED );
}
Then it still deadlocks. glClientWaitSync returns, but the fence never
completes, leaving the while() loop as an infinite loop.
Once it starts deadlock, if I step inside si_fence_finish I can see that
rfence->tc_token is 0, which either means that it was always 0, or it has been
already zeroed.
I do not know how to continue debugging this race condition as I am not
familiar with the code.</pre>
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