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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [kbl] [drm] GPU hang in Antutu 7.x games with 4.14.52 kernel"
href="https://bugs.freedesktop.org/show_bug.cgi?id=107356#c27">Comment # 27</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [kbl] [drm] GPU hang in Antutu 7.x games with 4.14.52 kernel"
href="https://bugs.freedesktop.org/show_bug.cgi?id=107356">bug 107356</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 Ren Chenglei from <a href="show_bug.cgi?id=107356#c26">comment #26</a>)
<span class="quote">> Tapani, do we have support GL_PATCHES in mesa, which is only available with
> GLES 3.2 or greater.
> <a href="https://www.khronos.org/registry/OpenGL-Refpages/es3/">https://www.khronos.org/registry/OpenGL-Refpages/es3/</a></span >
Yes, we do support GL_PATCHES which is used with tessellation. This is good
hint though, we could perhaps trace the actual frame that causes the hang ..
unfortunately currently we don't have a way to take GL traces on Android :/ But
we could dump the shaders at point when such draw call arrives.
<span class="quote">> When the mode is GL_PATCHES, we skip the draw, and the GPU hang can't be
> reproduced.
>
> BTW, the screen will be black in the first part test, I commented function:
> _mesa_set_draw_vao(ctx, ctx->Array.VAO, enabled_filter(ctx));
> It will be better, but there is still some issue.</span >
Yep we can't really skip these calls, they are necessary so that we have
correct VAO in place.</pre>
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