For the series:
Reviewed-by: Marek Olšák
Marek
On Sun, Oct 22, 2017 at 8:39 PM, Nicolai Hähnle wrote:
> From: Nicolai Hähnle
>
> Some locking is unfortunately required, because well-formed GL programs
> can have multiple threads racing to access the same texture, e.g.: two
> threads/contexts
From: Nicolai Hähnle
Some locking is unfortunately required, because well-formed GL programs
can have multiple threads racing to access the same texture, e.g.: two
threads/contexts rendering from the same texture, or one thread destroying
a context while the other is rendering from or modifying a