[Bug 108820] [SKL] (recoverable) GPU hangs in benchmarks using compute shaders with drm-tip v4.20-rc kernels

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Thu Jan 10 17:42:45 UTC 2019


https://bugs.freedesktop.org/show_bug.cgi?id=108820

--- Comment #22 from Eero Tamminen <eero.t.tamminen at intel.com> ---
(In reply to Jakub Okoński from comment #19)
> It helps and I get reliable output, although I don't understand how the GLSL
> caching option is relevant.

Shader compiler is shared between Vulkan and GL drivers.

> I use vulkan without VkPipelineCache, and yet it
> is being cached anyway?

Aren't pipeline objects higher level concept than shaders?  Shader caching
underneath should be invisible to the upper layers (except for performance and
debug output), and not affect the resulting shader binaries (unless it's
buggy).


Lionel, do you think the shader assembly changes between working and
non-working work group sizes has anything to do with the hangs?  There's no
code-flow difference, few instruction changes (shift -> mul, and -> 2x intmod)
look innocent to me.


-> seems that minimal reproduction code would help. :-)

-- 
You are receiving this mail because:
You are the assignee for the bug.
You are the QA Contact for the bug.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/intel-3d-bugs/attachments/20190110/40b843a6/attachment.html>


More information about the intel-3d-bugs mailing list