https://bugs.freedesktop.org/show_bug.cgi?id=103304

--- Comment #4 from Luc <lper.h...@gmail.com> ---
Yes, we use the glFenceSync() / glWaitSync() system.
We have multiple buffers going around and after each vsync a check is done
which can be recycled using the non blocking glWaitSync.
However, will check if this is done everywhere correctly in our code. 

Reason of the multi-threading was the format change done during texture upload
(which took a lot of cpu power). However, now we do this in a worker thread
with optimized code, before doing the texture upload (so to assure the format
is compatible with the GPU before requesting the texture upload).

Therefore I adapted the code so that both (texture upload and rendering/flush)
are now done in one thread as a work around.

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