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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - The big SKQP bug"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105301#c20">Comment # 20</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - The big SKQP bug"
href="https://bugs.freedesktop.org/show_bug.cgi?id=105301">bug 105301</a>
from <span class="vcard"><a class="email" href="mailto:dongseong.hwang@intel.com" title="Dongseong Hwang <dongseong.hwang@intel.com>"> <span class="fn">Dongseong Hwang</span></a>
</span></b>
<pre>Thanks, Kenneth. Let me try to fix skqp based on your explanation tmr.
beside, I printf all gl calls in skia and glReadPixels causes gpu hangs. Does
it make sense with your theory?
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(137) : GL: CreateProgram()
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(124) : GL:
CreateShader(type)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(128) : GL:
ShaderSource(shaderId, 1, &glsl, &glslLength)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(131) : GL:
CompileShader(shaderId)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(140) : GL:
GetShaderiv(shaderId, 0x8B81, &compiled)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(174) : GL:
AttachShader(programId, shaderId)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(124) : GL:
CreateShader(type)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(128) : GL:
ShaderSource(shaderId, 1, &glsl, &glslLength)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(131) : GL:
CompileShader(shaderId)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(140) : GL:
GetShaderiv(shaderId, 0x8B81, &compiled)
../../src/gpu/gl/builders/GrGLShaderStringBuilder.cpp(174) : GL:
AttachShader(programId, shaderId)
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(227) : GL:
BindAttribLocation(programID, i, primProc.getAttrib(i).fName)
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(227) : GL:
BindAttribLocation(programID, i, primProc.getAttrib(i).fName)
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(227) : GL:
BindAttribLocation(programID, i, primProc.getAttrib(i).fName)
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(311) : GL:
BindFragDataLocation(programID, 0,
GrGLSLFragmentShaderBuilder::DeclaredColorOutputName())
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(250) : GL:
LinkProgram(programID)
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(333) : GL:
GetProgramiv(programID, 0x8B82, &linked)
../../src/gpu/gl/GrGLUniformHandler.cpp(154) : GL:
GetUniformLocation(programID, fUniforms[i].fVariable.c_str())
../../src/gpu/gl/GrGLUniformHandler.cpp(154) : GL:
GetUniformLocation(programID, fUniforms[i].fVariable.c_str())
../../src/gpu/gl/GrGLUniformHandler.cpp(159) : GL:
GetUniformLocation(programID, fSamplers[i].fVariable.c_str())
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(381) : GL:
DeleteShader(shaderIDs[i])
../../src/gpu/gl/builders/GrGLProgramBuilder.cpp(381) : GL:
DeleteShader(shaderIDs[i])
../../src/gpu/gl/GrGLProgram.cpp(50) : GL: UseProgram(fProgramID)
../../src/gpu/gl/GrGLProgramDataManager.cpp(59) : GL:
Uniform1i(sampler.fLocation, i + startUnit)
../../src/gpu/gl/GrGLGpu.cpp(1828) : GL: UseProgram(programID)
../../src/gpu/gl/GrGLGpu.cpp(2885) : GL: Disable(0x0BE2)
../../src/gpu/gl/GrGLProgramDataManager.cpp(173) : GL:
Uniform4fv(uni.fLocation, arrayCount, v)
../../src/gpu/gl/GrGLProgramDataManager.cpp(224) : GL: UniformMatrix3fv(loc,
cnt, false, m)
../../src/gpu/gl/GrGLGpu.cpp(3267) : GL: ActiveTexture(0x84C0 + unit)
../../src/gpu/gl/GrGLGpu.cpp(3032) : GL: BindTexture(target,
texture->textureID())
../../src/gpu/gl/GrGLGpu.cpp(3238) : GL: TexParameteri(target, 0x8E42,
swizzle[0])
../../src/gpu/gl/GrGLGpu.cpp(3239) : GL: TexParameteri(target, 0x8E43,
swizzle[1])
../../src/gpu/gl/GrGLGpu.cpp(3240) : GL: TexParameteri(target, 0x8E44,
swizzle[2])
../../src/gpu/gl/GrGLGpu.cpp(3241) : GL: TexParameteri(target, 0x8E45,
swizzle[3])
../../src/gpu/gl/GrGLGpu.cpp(2488) : GL: BindFramebuffer(0x8D40,
target->renderFBOID())
../../src/gpu/gl/GrGLGpu.cpp(2496) : GL: CheckFramebufferStatus(0x8D40)
../../src/gpu/gl/GrGLIRect.h(41) : GL: Viewport(fLeft, fBottom, fWidth,
fHeight)
../../src/gpu/gl/GrGLVertexArray.cpp(130) : GL: VertexAttribPointer(index,
layout.fCount, layout.fType, layout.fNormalized, stride, offsetAsPtr)
../../src/gpu/gl/GrGLVertexArray.cpp(130) : GL: VertexAttribPointer(index,
layout.fCount, layout.fType, layout.fNormalized, stride, offsetAsPtr)
../../src/gpu/gl/GrGLVertexArray.cpp(130) : GL: VertexAttribPointer(index,
layout.fCount, layout.fType, layout.fNormalized, stride, offsetAsPtr)
../../src/gpu/gl/GrGLGpu.cpp(2651) : GL: DrawRangeElements(glPrimType,
minIndexValue, maxIndexValue, indexCount, 0x1403, indices)
../../src/gpu/gl/GrGLGpu.cpp(2400) : GL: PixelStorei(0x0D05,
config_alignment(dstAsConfig))
<-------------- GPU HANG
../../src/gpu/gl/GrGLGpu.cpp(2404) : GL: ReadPixels(readRect.fLeft,
readRect.fBottom, readRect.fWidth, readRect.fHeight, externalFormat,
externalType, readDst)
GrContextPriv::readSurfacePixels 3
../../src/gpu/gl/GrGLStencilAttachment.cpp(25) : GL: DeleteRenderbuffers(1,
&fRenderbufferID)</pre>
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