On 09/03/17 21:46, Mike Lothian wrote:
Hi I've been testing this patch series along with patchwork series https://patchwork.freedesktop.org/series/20872/ & https://patchwork.freedesktop.org/series/20873/ It's been working well with the games I've tested on so far - I had one crash in the Shadow of Mordor benchmark, but I've reproduced that in master without these applied - just need to track the issue down
I suspect that is a very hard to reproduce bug that seems to happen with the shader cache enabled. I did manage to get a stack trace of it but it showed a crash in one of the games threads. However the feral dev's seem to think it could still be a Mesa stomping on the thread. We need a reliable way to reproduce to be able to say for certain.
I'm currently running a full piglit test on both Skylake & Tonga - I'll let you know the results
Cool, thanks.
Mike On Tue, 7 Mar 2017 at 06:22 Timothy Arceri <[email protected] <mailto:[email protected]>> wrote: Since Marek is busy with other things at the moment I thought I'd try keep the momentum going on getting the initial implementation committed. Gregory Hainaut has fixed the piglit crashes in the previous version, and I've addressed the review feedback. I've also pushed some standalone patches. The only thing I didn't address was adding EGL/GBM support as that code is unfamiliar to me and it looks like we can pass a -plaform= arg to piglit to get waffle to use a different platform for testing anyway (also Gregory did some basic EGL testing with PCSX2). One thing that still concerns me is the use of _mesa_glthread_finish() This seems to assume that the context itself is only accessed by a single thread. See patch 14, 22 & 24 as an example of what I mean. I'm not sure how this should be solved (assuming its a real problem). Please review. _______________________________________________ mesa-dev mailing list [email protected] <mailto:[email protected]> https://lists.freedesktop.org/mailman/listinfo/mesa-dev
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