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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED - [SKL] fbo-depth-array causes GPU hangs"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91062#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED - [SKL] fbo-depth-array causes GPU hangs"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91062">bug 91062</a>
from <span class="vcard"><a class="email" href="mailto:neil@linux.intel.com" title="Neil Roberts <neil@linux.intel.com>"> <span class="fn">Neil Roberts</span></a>
</span></b>
<pre>As indicated by Ben in <a href="show_bug.cgi?id=91062#c2">comment 2</a>, I think the failure is related to the fact
that it is creating a really large colour buffer (8192x8192) and has nothing to
do with the depth/stencil buffer. I can replicate a hang by running the really
simple test below:
<a href="https://raw.githubusercontent.com/bpeel/piglit/big-window/tests/fbo/big-window.c">https://raw.githubusercontent.com/bpeel/piglit/big-window/tests/fbo/big-window.c</a>
If I run it a few times (fewer than 20) then it consistently hangs. This
doesn't use a depth or stencil buffer at all and just does a glClear on the
large colour buffer.
The width that it is using (8192) is a little bit special because that is the
point at which Mesa will switch to using a linear buffer instead of tiling (see
brw_tex_layout.c line 678). If I comment out that section so that it uses
y-tiling anyway then it doesn't hang any more.</pre>
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