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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [sna gen4] corrupt rendering (including wrong rendering of characters and flickering on redraw)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=55500#c135">Comment # 135</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [sna gen4] corrupt rendering (including wrong rendering of characters 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:zdenek.kabelac@gmail.com" title="Zdenek Kabelac <zdenek.kabelac@gmail.com>"> <span class="fn">Zdenek Kabelac</span></a>
</span></b>
<pre>Maybe this bug could be more easily tracked down when the amount of vertices is
actually much higher - since in this case it seems to crash almost
immediatelly.
I understand there is some 'maximum queue' size GPU could handle - but the
engine should be able to track size of all commands and not outgrown it.
So what else could break ordering ?
As it's very easy to trigger the problem with higher max - maybe it could be
used to deduce which part of code unexpectedly touches the command queue ?
(but of course it's just my naive assumption about how the SNA driver works).</pre>
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