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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [sna gen4] corrupt rendering (and flickering on redraw)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=55500#c84">Comment # 84</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [sna gen4] corrupt rendering (and flickering on redraw)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=55500">bug 55500</a>
from <span class="vcard"><a class="email" href="mailto:chris@chris-wilson.co.uk" title="Chris Wilson <chris@chris-wilson.co.uk>"> <span class="fn">Chris Wilson</span></a>
</span></b>
<pre>Yes, that is characteristic of this bug. The internal vertex/texture
coordinates that are being passed along the GPU pipeline become corrupt (it
looks like we overflow a small ring buffer). The only effective approach I've
found so far has been to keep the number of rectangles inside the GPU pipeline
below a magic value - but that is quite tricky here, and the simplest seems to
be the big hammer that I stumbled upon for UXA. (Stumbled as it was an artifact
of the original implementation and fixes an entirely different GPU bug - an
immediate hang.)</pre>
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