Comment # 3
on bug 103304
from Nicolai Hähnle
After thinking about it some more, I think it's very likely that your application also has a bug, a write-after-read bug to be precise. What I'm suspecting is that you're doing this: Thread 1 Thread 2 -------- -------- glBindTexture(tex); glDraw*(...); glFlush(); glTextureSubImage(tex, ...); Unless you use glFinish() or glFenceSync() / glWaitSync() synchronization, there is no guarantee that thread 1's draw has completed before thread 2's texture change. In other words, the implementation is allowed to execute the texture modification *before* the draw. Especially with Gallium threading, this is quite likely to happen. (We still also have a bug in the driver, but until I can actually double-check your code, I'd say it's quite likely that you have a write-after-read hazard like the one explained above.)
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