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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - SKL GPU hang when execute the dEQP GLES3 case"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98159#c8">Comment # 8</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - SKL GPU hang when execute the dEQP GLES3 case"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98159">bug 98159</a>
from <span class="vcard"><a class="email" href="mailto:lemody@gmail.com" title="Tapani Pälli <lemody@gmail.com>"> <span class="fn">Tapani Pälli</span></a>
</span></b>
<pre>(In reply to Tapani Pälli from <a href="show_bug.cgi?id=98159#c7">comment #7</a>)
<span class="quote">> I did some experimental debugging for this .. fragment shader has a huge
> number of comparisons made (114), if I comment out all the comparisons after
> 58 which looks like this:
>
> result *= compare_ivec2(block[1].t[0].b[2].b[3], ivec2(1, -7));
>
> then hang disappears and test passes. Not sure if this helps but for me it
> seems that the hang is related to the code generated by these comparisons (?)</span >
so just to speculate a bit more, this test generates a huge number of ubo loads
(there are total 473 ubo_load_tmp variables), possibly maybe related to this.</pre>
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