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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#c137">Comment # 137</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>(In reply to <a href="show_bug.cgi?id=55500#c136">comment #136</a>)
<span class="quote">> The issue that the VUE (which is a memory slot used by the GPU for a vertex
> entry) are reused by a second thread before the first thread is complete,
> causing the first thread to generate invalid texture coordinates and corrupt
> rendering. That is a hardware read-write hazard bug (or at least I have not
> found any controls in the EU state to prevent it).</span >
I don't think it's that easy to explain -
The typical problem in my case is - when I freshly start the Xsession -
I do not observe any rendering bug. I need to use this machine for a while,
to start to get those errors.
So if there would be some 'easy to trigger hardware race' - it should be
reproducible all the time.
But in my case it seem - the probability increases over the time heavily -
maybe with the amount of cached BO segments ?
Or maybe it depends on how the memory order is set - i.e. the problem is
triggered when certain memory read pattern start to appear ?
Since once the issue of flicker starts - it then happens all the time - and
then suddenly it disappears for a while again ?
So maybe there needs to be prohibited some memory offset/alignment of buffers
with vertices ?</pre>
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