glsl: Add locking to builtin_builder singleton
authorDaniel Kurtz <djkurtz@chromium.org>
Fri, 7 Feb 2014 11:29:06 +0000 (19:29 +0800)
committerKenneth Graunke <kenneth@whitecape.org>
Tue, 11 Feb 2014 10:21:41 +0000 (02:21 -0800)
Consider a multithreaded program with two contexts A and B, and the
following scenario:

1. Context A calls initialize(), which allocates mem_ctx and starts
   building built-ins.
2. Context B calls initialize(), which sees mem_ctx != NULL and assumes
   everything is already set up.  It returns.
3. Context B calls find(), which fails to find the built-in since it
   hasn't been created yet.
4. Context A finally finishes initializing the built-ins.

This will break at step 3.  Adding a lock ensures that subsequent
callers of initialize() will wait until initialization is actually
complete.

Similarly, if any thread calls release while another thread is still
initializing, or calling find(), the mem_ctx/shader would get free'd while
from under it, leading to corruption or use-after-free crashes.

Fixes sporadic failures in Piglit's glx-multithread-shader-compile.

Bugzilla: https://bugs.freedesktop.org/69200
Signed-off-by: Daniel Kurtz <djkurtz@chromium.org>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "10.1 10.0" <mesa-stable@lists.freedesktop.org>
src/glsl/builtin_functions.cpp

index aeb8e5d9461baca284d87d8ef32c80eace205db7..2162baa27e549a81edf89a335114669b26e25011 100644 (file)
@@ -4100,6 +4100,7 @@ builtin_builder::_mid3(const glsl_type *type)
 
 /* The singleton instance of builtin_builder. */
 static builtin_builder builtins;
+_glthread_DECLARE_STATIC_MUTEX(builtins_lock);
 
 /**
  * External API (exposing the built-in module to the rest of the compiler):
@@ -4108,20 +4109,28 @@ static builtin_builder builtins;
 void
 _mesa_glsl_initialize_builtin_functions()
 {
+   _glthread_LOCK_MUTEX(builtins_lock);
    builtins.initialize();
+   _glthread_UNLOCK_MUTEX(builtins_lock);
 }
 
 void
 _mesa_glsl_release_builtin_functions()
 {
+   _glthread_LOCK_MUTEX(builtins_lock);
    builtins.release();
+   _glthread_UNLOCK_MUTEX(builtins_lock);
 }
 
 ir_function_signature *
 _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
                                  const char *name, exec_list *actual_parameters)
 {
-   return builtins.find(state, name, actual_parameters);
+   ir_function_signature * s;
+   _glthread_LOCK_MUTEX(builtins_lock);
+   s = builtins.find(state, name, actual_parameters);
+   _glthread_UNLOCK_MUTEX(builtins_lock);
+   return s;
 }
 
 gl_shader *