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    <body><span class="vcard"><a class="email" href="mailto:iive@yahoo.com" title="iive@yahoo.com">iive@yahoo.com</a>
</span> changed
          <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - HD6950 GPU lockup loop with various steam games (octodad[always], saints row 4[always], dead island[always], grid autosport[sometimes])"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=94900">bug 94900</a>
          <br>
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          <tr>
            <th>What</th>
            <th>Removed</th>
            <th>Added</th>
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           <td style="text-align:right;">CC</td>
           <td>
                
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           <td>iive@yahoo.com
           </td>
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      <p>
        <div>
            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - HD6950 GPU lockup loop with various steam games (octodad[always], saints row 4[always], dead island[always], grid autosport[sometimes])"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=94900#c18">Comment # 18</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - HD6950 GPU lockup loop with various steam games (octodad[always], saints row 4[always], dead island[always], grid autosport[sometimes])"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=94900">bug 94900</a>
              from <span class="vcard"><a class="email" href="mailto:iive@yahoo.com" title="iive@yahoo.com">iive@yahoo.com</a>
</span></b>
        <pre>Created <span class=""><a href="attachment.cgi?id=125121" name="attach_125121" title="Octrodad crashing pixel shader - TGSI, disassembly of normal and SB optimised versions">attachment 125121</a> <a href="attachment.cgi?id=125121&action=edit" title="Octrodad crashing pixel shader - TGSI, disassembly of normal and SB optimised versions">[details]</a></span>
Octrodad crashing pixel shader - TGSI, disassembly of normal and SB optimised
versions

I used SB_DSKIP_* variables to narrow down the exact shader that causes the
crash.

The shader is big and complicated. It does contain loops, breaks, if/then/else
statements, jumps. 

Just a note. `glretrace` outputs 2-3 more shaders after the dump point, so it
won't always be the last shader. Still the correct 2 shaders are output right
before the dump.</pre>
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