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            <b><a class="bz_bug_link 
          bz_status_ASSIGNED "
   title="ASSIGNED - [BDW BSW SKL CTS] ES31-CTS.texture_gather.* GPU_HANG"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=92589#c10">Comment # 10</a>
              on <a class="bz_bug_link 
          bz_status_ASSIGNED "
   title="ASSIGNED - [BDW BSW SKL CTS] ES31-CTS.texture_gather.* GPU_HANG"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=92589">bug 92589</a>
              from <span class="vcard"><a class="email" href="mailto:marta.lofstedt@intel.com" title="Marta Löfstedt <marta.lofstedt@intel.com>"> <span class="fn">Marta Löfstedt</span></a>
</span></b>
        <pre>When running the tests individually these test will fail on both BSW and SKL:

ES31-CTS.texture_gather.plain-gather-depth-2d
ES31-CTS.texture_gather.plain-gather-depth-2darray
ES31-CTS.texture_gather.plain-gather-depth-cube
ES31-CTS.texture_gather.offset-gather-depth-2d
ES31-CTS.texture_gather.offset-gather-depth-2darray

These are the only tests that set internal format to GL_DEPTH_COMPONENT32F for
glTexImage2D|3D

I don't think this is related to the GPU HANG, since running:
./glcts --deqp-case=ES31-CTS.texture_gather.plain-gather-uint*
does not run any "depth" cases.

However, only running the "depth" cases:
./glcts --deqp-case=ES31-CTS.texture_gather.plain-gather*depth*
will cause GPU HANG as a lot of other combinations of texture gather test
discussed earlier.</pre>
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