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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [r600g] BARTS GPU lockup with minecraft shaders"
href="https://bugs.freedesktop.org/show_bug.cgi?id=82186#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [r600g] BARTS GPU lockup with minecraft shaders"
href="https://bugs.freedesktop.org/show_bug.cgi?id=82186">bug 82186</a>
from <span class="vcard"><a class="email" href="mailto:megwattt@gmail.com" title="MWATTT <megwattt@gmail.com>"> <span class="fn">MWATTT</span></a>
</span></b>
<pre>I've got this bug too.
I've bisected and found that most shaders packs starts to hang at commit
7e414b58640aee6e243d337e72cea290c354f632
"glsl: break the gl_FragData array into separate gl_FragData[i] variables"
However, one of them starts to hang with an earlier commit:
edbbfac6cfc634e697d7f981155a5072c52d77ac
"r600g: fast color clears for single-sample buffers"
This only happens on evergreen+ hardware(tested on JUNIPER and THAMES, works
fine on RV770).
A workaround is to set the environment variable R600_DEBUG=notiling.
This bug also happens in various Unreal Engine 4 demos. (tested on Reflections
Subway Demo, where the hang happens at the beginning). The environment variable
also solves the problem.</pre>
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