On Tue Jun 30 06:03:12 2026 +0000, Rémi Bernon wrote:
The only situation where this could be an issue is with shared contexts used in two different threads, and one thread doing glMapBuffer / glUnmapBuffer while the other does for instance glFlushMappedBufferRange, glBufferData, glMapBuffer, or glUnmapBuffer on the same shared buffer. Each of these is correct to call only in a specific mapped or unmapped buffer state, and I don't see any reasonable scenario where it does anything useful unless guarded externally and the call sequence is correct. My reading of the spec is that concurrent `glMapBuffer` calls will get you the buffer mapped in one thread and a well specified error in the other. I could imagine handling the error as part of a valid app logic. With this MR, it could crash or corrupt internal data instead.
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/11226#note_144538