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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [ILK] GPU hang (and multiple fails) in piglit shader tests if spilling is forced in the vec4 backend"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92100#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [ILK] GPU hang (and multiple fails) in piglit shader tests if spilling is forced in the vec4 backend"
href="https://bugs.freedesktop.org/show_bug.cgi?id=92100">bug 92100</a>
from <span class="vcard"><a class="email" href="mailto:rhyskidd@gmail.com" title="Rhys Kidd <rhyskidd@gmail.com>"> <span class="fn">Rhys Kidd</span></a>
</span></b>
<pre>I attempted to recreate this with spilling on ILK with a more recent Mesa. As
Iago outlined with the minimal reproducer test, the shader_test didn't hang but
it did fail with INTEL_DEBUG=spill_vec4.
$ INTEL_DEBUG=spill_vec4 mesa-debug bin/shader_runner
vs-ilk-spill-fail.shader_test -auto
Probe color at (0,0)
Expected: 0 255 0 255
Observed: 0 0 0 255
PIGLIT: {"result": "fail" }
$ mesa-debug bin/shader_runner vs-ilk-spill-fail.shader_test -auto
PIGLIT: {"result": "pass" }
$ mesa-debug report-bug-info
Software versions:
4.4.0-22-generic
OpenGL version string: 2.1 Mesa 12.1.0-devel (git-f016e4b)
GPU hardware:
OpenGL renderer string: Mesa DRI Intel(R) Ironlake Mobile
00:02.0 VGA compatible controller [0300]: Intel Corporation Core Processor
Integrated Graphics Controller [8086:0046] (rev 02)
CPU hardware:
x86_64
Intel(R) Core(TM) i5 CPU M 580 @ 2.67GHz</pre>
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