Comment # 59 on bug 97879 from
Another random guess: Maybe shader compilation is a problem insofar that it
blocks in a different GL API call than in other drivers, which causes some lock
to be held for much longer. Then the I/O thread won't find the lock free to
submit a result when it expects to.
That would require the GL / I/O thread synchronization to be done in a
suboptimal way - the right synchronization primitives and techniques would
avoid such problems.


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