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        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [OpenGL CTS][SKL,KBL] KHR-GL45.vertex_attrib_64bit.limits_test occasionally fails"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=104335">104335</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>[OpenGL CTS][SKL,KBL] KHR-GL45.vertex_attrib_64bit.limits_test occasionally fails
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>git
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Drivers/DRI/i965
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>intel-3d-bugs@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>itoral@igalia.com
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>intel-3d-bugs@lists.freedesktop.org
          </td>
        </tr></table>
      <p>
        <div>
        <pre>In my tests I have found this to have a low fail between 1% and 2%. If the test
is executed in a loop, then chances of it failing can be significantly
increased if we scroll the terminal fast for periods of 10+ seconds.

The problem seems somehow related to gl_InstanceID since every time I got this
to fail, the failure happens in subtests that use gl_InstanceID in the shaders
(with and without actual instancing draw calls being used).

Interestingly, replacing gl_InstanceID with 0 in the shader code seems to make
the problem go away entirely, which is quite surprising seeing that this test
has otherwise a very high pass rate and does actual instanced draw calls that
woudl rely on gl_InstanceID taking appropriate values.

FWIW, we have tested these in 4 different machines (SKL and KBL), and found
that on two of these which had 4.9 kernels we were unable to reproduce the
problem, where the other two where the problem existed the kernel was 4.10.</pre>
        </div>
      </p>


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