On 13 March 2015 at 08:37, Chad Versace chad.vers...@intel.com wrote:
On 03/10/2015 09:15 PM, Matt Turner wrote:
On Tue, Mar 10, 2015 at 8:19 PM, Ian Romanick i...@freedesktop.org wrote:
On 03/10/2015 05:20 PM, Matt Turner wrote:
Creating/recreating the strings in eglQueryString() is extra
On 03/10/2015 09:15 PM, Matt Turner wrote:
On Tue, Mar 10, 2015 at 8:19 PM, Ian Romanick i...@freedesktop.org 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
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
On Tue, Mar 10, 2015 at 8:19 PM, Ian Romanick i...@freedesktop.org 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
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