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<b><a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - [SKL] GPU hangs in benchmarks using compute shaders with drm-tip v4.20-rc kernels"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108820#c11">Comment # 11</a>
on <a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - [SKL] GPU hangs in benchmarks using compute shaders with drm-tip v4.20-rc kernels"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108820">bug 108820</a>
from <span class="vcard"><a class="email" href="mailto:jakub@okonski.org" title="Jakub Okoński <jakub@okonski.org>"> <span class="fn">Jakub Okoński</span></a>
</span></b>
<pre>I don't know about these other applications, I've been experiencing this issue
in my own vulkan app. I had time today to mess around a bit more. First I
removed my dispatches and it worked fine, then I brought them back and started
simplifying my compute shader.
So far, I've been able to isolate the issue to a single `barrier()` GLSL call
near the end of my shader. I have another barrier earlier -
`memoryBarrierShared()` and it doesn't cause any issues. Perhaps this is
isolated to control flow barriers in compute shaders?
I am preparing my code to serve as a repro case, I should have it soon, but I
use a Rust toolchain so it might not be the easiest.</pre>
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