Mesa#138
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On the Android Antutu benchmark we ran into an assert in ISL where the (base layer + num layers) > total layers. It turns out the core of mesa forgot to clear the _Layer variable, potentially leaving an inconsistent value. v2: Pull setting u->_Layer out of the conditional blocks (Jason) Signed-off-by: Lionel Landwerlin's avatarLionel Landwerlin <lionel.g.landwerlin@intel.com> Cc: <mesa-stable@lists.freedesktop.org> Reviewed-by: Eric Engestrom's avatarEric Engestrom <eric.engestrom@intel.com> Reviewed-by: Jason Ekstrand's avatarJason Ekstrand <jason@jlekstrand.net> https://gitlab.freedesktop.org/mesa/mesa/commit/2208d79ddeebd1673f477611d508566ef82bd7c0
On the Android deqp test when we run dEQP-EGL.functional.sharing.gles2.multithread.random.textures.gen_delete.15 we will find two thread using one context. It will case gpu hang.
antutu 7.3 benchmark test will cause gpu hang when I draw 2 prims in one glDrawElements command, The gpu hang won't be reproduced.
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The commit message in the "mesa: don't forget to clear _Layer field on texture unit" patch does not match upstream patch, something has went wrong there. |
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@feijiang1 Did you spot my comment? The commit message on first patch is invalid, see following lines: Please do not copy-paste or handwrite patches. You can use git format-patch or save the patches from gitlab instead. |
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So sorry, I also break the rule with my previous PR #139. |
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@tpalli sorry, I didn't notice your comments when merge the patch, we will pay attention for that. As Chenglei's said, we will do a new round of mesa rebase, it will be fixed that time. |
mesa: don't forget to clear _Layer field on texture unit
On the Android Antutu benchmark we ran into an assert in ISL where the
(base layer + num layers) > total layers. It turns out the core of
mesa forgot to clear the _Layer variable, potentially leaving an
inconsistent value.
enable GLX_USE_TLS on android
On the Android deqp test when we run
dEQP-EGL.functional.sharing.gles2.multithread.random.textures.gen_delete.15
we will find two thread using one context. It will case gpu hang.
draw 2 prims in GL_PATCH mode.
antutu 7.3 benchmark test will cause gpu hang
when I draw 2 prims in one glDrawElements command, The gpu hang won't be reproduced.