https://bugs.freedesktop.org/show_bug.cgi?id=98172
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 at lists.freedesktop.org Reporter: shinji.suzuki at gmail.com QA Contact: dri-devel at 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 -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.freedesktop.org/archives/dri-devel/attachments/20161009/410e7b5e/attachment.html>