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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#c28">Comment # 28</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:shinji.suzuki@gmail.com" title="Suzuki, Shinji <shinji.suzuki@gmail.com>"> <span class="fn">Suzuki, Shinji</span></a>
</span></b>
<pre>Yes. I agree with you that we can do without per-sync-object if we
allow all waiters enter fence_finish() freely.
With that said, per-sync-object mutex has another benefit of
potentially reducing lock contention among waiters on differing sync
objects and with other mesa components that deals with shared
resources. To be fair I also have to mention that ctx->Shared.Mutex is
touched everywhere that trying to optimize in this particular context
only may not make much sense and adding mutex certainly has associated
overhead. Overall, I vote +1 on your strategy if free execution of
fence_finish() is to be allowed.
On Wed, Oct 19, 2016 at 10:21 AM, <<a href="mailto:bugzilla-daemon@freedesktop.org">bugzilla-daemon@freedesktop.org</a>> wrote:
<span class="quote">> <a href="show_bug.cgi?id=98172#c27">Comment # 27</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="show_bug.cgi?id=98172">bug 98172</a> from Michel Dänzer</span >
>
<span class="quote">> Note that if we allow concurrent fence_finish calls, I don't think we need a
> per-sync-object mutex.</span >
>
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