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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED - [EGL, i965] dEQP-EGL.functional.sharing.gles2.multithread.simple_egl_server_sync.textures.copyteximage2d_texsubimage2d_render"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99209#c15">Comment # 15</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED - [EGL, i965] dEQP-EGL.functional.sharing.gles2.multithread.simple_egl_server_sync.textures.copyteximage2d_texsubimage2d_render"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99209">bug 99209</a>
from <span class="vcard"><a class="email" href="mailto:jason@jlekstrand.net" title="Jason Ekstrand <jason@jlekstrand.net>"> <span class="fn">Jason Ekstrand</span></a>
</span></b>
<pre>(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=99209#c11">comment #11</a>)
<span class="quote">> Jason was thinking we use I915_EXEC_NO_RELOC, but we don't. I don't think
> that's a problem. An easy way to sanity check that would be to remove
> offset64 from Mesa's relocations (effectively always programming an assumed
> offset of 0).</span >
I think Ken is right and it's not as dire as I'd feared. Relocations should be
safe so long as we continue to not use NO_RELOC.
(In reply to Kenneth Graunke from <a href="show_bug.cgi?id=99209#c14">comment #14</a>)
<span class="quote">> if you want to burn some cycles looking into making Mesa's texture locking
> less incompetent, that would probably be worthwhile. I'm also a bit
> concerned that I had to make the texture lock a recursive mutex a while
> back, when Kristian implemented meta fast clears...it may be that meta
> altering texturing state in this case isn't really valid - similar to our
> old recursive-meta hell.
>
> It may be that switching things to BLORP is more of an actual solution than
> the paper-over we feared it might be.</span >
Short-term, yes, that may fix this bug. It should be easy enough to grab
Topi's patches, apply them, and see if that fixes it. Long-term, we still have
a lot of meta paths and getting rid of them will take time. Not sure if it's
better to get rid of them or to fix them.</pre>
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