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    <body><span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span> changed
              <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [NVE6] Xorg random freeze"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=92922">bug 92922</a>
          <br>
             <table border="1" cellspacing="0" cellpadding="8">
          <tr>
            <th>What</th>
            <th>Removed</th>
            <th>Added</th>
          </tr>

         <tr>
           <td style="text-align:right;">Summary</td>
           <td>Xorg random freeze
           </td>
           <td>[NVE6] Xorg random freeze
           </td>
         </tr></table>
      <p>
        <div>
            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [NVE6] Xorg random freeze"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=92922#c1">Comment # 1</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [NVE6] Xorg random freeze"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=92922">bug 92922</a>
              from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
        <pre>Actually the version of mesa is the most relevant thing here. Looks like we're
somehow feeding a color surface to a zeta endpoint? That shouldn't happen :)
I'd believe the opposite... but I don't see how this happens.

[ zeta = depth/stencil buffer. storage type = 0xfe == color storage type
fallback ]

Unfortunate that you're getting this with gnome-shell... would be nice if you
could repro it with something that's easier to trace. If you're open to
building your own mesa lib, I could hack up a patch that would assert that
we're sticking zeta surfaces into the zeta endpoint, which would make any
offenders die at the point of offence.

The INVALID_OPCODE thing is unrelated -- that sounds like good ol' bad code
generated by our shader compiler, or perhaps some sort of confusion in which
code gets uploaded where. Not entirely unheard of, but haven't had one of those
in a while.</pre>
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