Am 07.10.2017 um 01:01 schrieb Nicolai Hähnle:
> On 07.10.2017 00:36, Roland Scheidegger wrote:
>> I can't help but think that there'd be none of those problems if those
>> views were actually used as specced by gallium initially: all sampler
>> views (and surfaces) are per context, and they simply
On 07.10.2017 00:36, Roland Scheidegger wrote:
I can't help but think that there'd be none of those problems if those
views were actually used as specced by gallium initially: all sampler
views (and surfaces) are per context, and they simply cannot be used in
another context.
That is actually t
I can't help but think that there'd be none of those problems if those
views were actually used as specced by gallium initially: all sampler
views (and surfaces) are per context, and they simply cannot be used in
another context.
Roland
Am 06.10.2017 um 22:38 schrieb Nicolai Hähnle:
> Hi all,
>
Hi all,
This series is a first result of debugging some random crashes in dEQP's
multi-threaded EGL tests.
The OpenGL spec is pretty clear that application must not modify a texture
in one context while simultaneously using it for texturing (or even
modifying) it in another context. Texturing sim