Bug ID | 98172 |
---|---|
Summary | Concurrent call to glClientWaitSync results in segfault in one of the waiters. |
Product | Mesa |
Version | 11.2 |
Hardware | Other |
OS | All |
Status | NEW |
Severity | normal |
Priority | medium |
Component | Drivers/Gallium/r600 |
Assignee | dri-devel@lists.freedesktop.org |
Reporter | shinji.suzuki@gmail.com |
QA Contact | dri-devel@lists.freedesktop.org |
In my app, a fence is created in Thread-A and it gets passed to Thread-B and Thread-C to be waited upon. (Each thread has its own context.) Thread-A issues the call, fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0). Thread-B and C issue the call, glClientWaitSync(fence, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED); Most of the time, wait in both clients succeed but occasionally one of them generates segfault. Upon inspection of generated core, it turned out so->fence in the _expression_ "&so->fence" at line 113 in src/mesa/state_tracker/st_cb_syncobj.c is NULL, which should be causing the segfault down the call chain through screen->fence_reference. I think there is race in executing the code block. If I introduce a mutex in my app with which to avoid concurrent call to glClientWaitSync, I don't observe segfault happening. Here is the snippet of code in question from st_cb_syncobj.c: if (so->fence && screen->fence_finish(screen, so->fence, timeout)) { screen->fence_reference(screen, &so->fence, NULL); so->b.StatusFlag = GL_TRUE; } My environment is; Ubuntu 16.04 LTS Linux a7da 4.4.0-38-generic #57-Ubuntu SMP Tue Sep 6 15:42:33 UTC 2016 x86_64 x86_64 x86_64 GNU/Linux libgl1-mesa-dri:amd64 / 11.2.0-1ubuntu2.2 Radeon HD3300
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