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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [SNA/HSW] DRI3 rendering gets stuck waiting for present idle notify event"
href="https://bugs.freedesktop.org/show_bug.cgi?id=84252#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [SNA/HSW] DRI3 rendering gets stuck waiting for present idle notify event"
href="https://bugs.freedesktop.org/show_bug.cgi?id=84252">bug 84252</a>
from <span class="vcard"><a class="email" href="mailto:liquid.acid@gmx.net" title="Tobias Jakobi <liquid.acid@gmx.net>"> <span class="fn">Tobias Jakobi</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=84252#c13">comment #13</a>)
<span class="quote">> It's just lacking the protocol definition, the data is still in the xtrace,
> just need to learn hex...
>
> Does it hang as fast as the xtrace suggests? Right at the very first request?</span >
Yes, it hangs immediately (on DRI3Open). Like I said, there is no window
created.
<span class="quote">> Right, that's reassuring, but I am curious as to whether that prevents it
> from trying to construct two Pixmaps from the same handle - i.e. the splat
> in the full debug log.</span >
So you need another full debug log with bo_reuse disabled?
<span class="quote">> Most important question is does it really hang that early?</span >
You mean with bo_reuse?
The issue appears almost immediately after loading the savegame. I load the
savegame, then I turn the camera and the image freezes. This is less than 2
seconds in-game.
Now with full debug it looks longer, I could take some steps, etc. -- let it be
maybe 6 seconds.
I haven't noticed these difference between bo_reuse enabled and disabled.</pre>
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