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      <base href="https://bugs.webkit.org/" />
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        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - Static variables in GraphicsContext3DOpenGLCommon should be avoided because of the race condition"
   href="https://bugs.webkit.org/show_bug.cgi?id=148957">148957</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>Static variables in GraphicsContext3DOpenGLCommon should be avoided because of the race condition
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>WebKit
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Unspecified
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>Unspecified
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>Normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>P2
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Layout and Rendering
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>webkit-unassigned&#64;lists.webkit.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>hur.ims&#64;navercorp.com
          </td>
        </tr></table>
      <p>
        <div>
        <pre>There is no guarantee that only one thread calls GraphicsContext3D::compileShader() at a time so it would be 
better to use a thread local storage variable rather than use a static variable.

In my case, the race condition is occurred when multiple instances of TextureMapperShaderProgram are created on each other thread and 
the constructors of TextureMapperShaderProgram call GraphicsContext3D::compileShader() simultaneously.</pre>
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      </p>
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