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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Concurrent call to glClientWaitSync results in segfault in one of the waiters."
href="https://bugs.freedesktop.org/show_bug.cgi?id=98172#c22">Comment # 22</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Concurrent call to glClientWaitSync results in segfault in one of the waiters."
href="https://bugs.freedesktop.org/show_bug.cgi?id=98172">bug 98172</a>
from <span class="vcard"><a class="email" href="mailto:maraeo@gmail.com" title="Marek Olšák <maraeo@gmail.com>"> <span class="fn">Marek Olšák</span></a>
</span></b>
<pre>It would be better to call fence_finish while not holding the mutex. For
example:
mtx_lock(&so->mtx);
/* If the fence doesn't exist, assume it's signalled. */
if (so->fence) {
struct pipe_fence_handle *fence = NULL;
screen->fence_reference(screen, &fence, so->fence);
mtx_unlock(&so->mtx);
if (screen->fence_finish(screen, fence, timeout)) {
mtx_lock(&so->mtx);
screen->fence_reference(screen, &so->fence, NULL);
so->b.StatusFlag = GL_TRUE;
mtx_unlock(&so->mtx);
}
screen->fence_reference(screen, &fence, NULL);
} else {
mtx_unlock(&so->mtx);
}</pre>
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