<html>
<head>
<base href="https://bugs.freedesktop.org/">
</head>
<body>
<p>
<div>
<b><a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - [SKL] (recoverable) GPU hangs in benchmarks using compute shaders with drm-tip v4.20-rc kernels"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108820#c19">Comment # 19</a>
on <a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - [SKL] (recoverable) 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>It helps and I get reliable output, although I don't understand how the GLSL
caching option is relevant. I use vulkan without VkPipelineCache, and yet it is
being cached anyway?
I'm attaching new debug outputs, the diffs look pretty similar, but they now
use SIMD16 in both cases, with one more instruction in the failing shader.</pre>
</div>
</p>
<hr>
<span>You are receiving this mail because:</span>
<ul>
<li>You are the assignee for the bug.</li>
<li>You are the QA Contact for the bug.</li>
</ul>
</body>
</html>