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<body><span class="vcard"><a class="email" href="mailto:zan@falconsigh.net" title="Zan Dobersek <zan@falconsigh.net>"> <span class="fn">Zan Dobersek</span></a>
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<a class="bz_bug_link
bz_status_NEW "
title="NEW - [Wayland] PlatformDisplayWayland destructor is super crashy"
href="https://bugs.webkit.org/show_bug.cgi?id=157973">bug 157973</a>
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<td>zan@falconsigh.net
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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [Wayland] PlatformDisplayWayland destructor is super crashy"
href="https://bugs.webkit.org/show_bug.cgi?id=157973#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [Wayland] PlatformDisplayWayland destructor is super crashy"
href="https://bugs.webkit.org/show_bug.cgi?id=157973">bug 157973</a>
from <span class="vcard"><a class="email" href="mailto:zan@falconsigh.net" title="Zan Dobersek <zan@falconsigh.net>"> <span class="fn">Zan Dobersek</span></a>
</span></b>
<pre>If we're committed to destructing the PlatformDisplay object, then using atexit() manually might work better than a static std::unique_ptr<> object.
The PlatformDisplayWayland constructor would do the EGL initialization, setting up exit-time callbacks in Mesa. We should register the destruction of this object with atexit() afterwards, since the callbacks passed to atexit() are called in reverse order.
This showcases the problem:
<a href="https://www.ibm.com/developerworks/community/blogs/5894415f-be62-4bc0-81c5-3956e82276f3/entry/be_careful_when_using_the_atexit_routine_with_static_objects?lang=en">https://www.ibm.com/developerworks/community/blogs/5894415f-be62-4bc0-81c5-3956e82276f3/entry/be_careful_when_using_the_atexit_routine_with_static_objects?lang=en</a></pre>
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