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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [SKL]Â (recoverable) GPU hangs in benchmarks using compute shaders"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108820#c47">Comment # 47</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [SKL]Â (recoverable) GPU hangs in benchmarks using compute shaders"
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>Finally made some progress here. I have created piglit test cases to
demonstrate the problem. I still haven't done any bisecting, so I don't know if
it's a regression.
Test #1: passes on my RADV desktop machine, fails on my Gen 9 6500U laptop and
freezes the graphics for a couple seconds:
[require]
[compute shader]
#version 450
layout(binding = 0) buffer block {
uint value[];
};
layout (local_size_x = 33) in;
void main() {
if (gl_GlobalInvocationID.x >= 20) {
return;
}
barrier();
value[gl_GlobalInvocationID.x] = gl_GlobalInvocationID.x;
}
[test]
# 60 elements
ssbo 0 240
compute 5 1 1
probe ssbo uint 0 0 == 0
probe ssbo uint 0 16 == 4
probe ssbo uint 0 76 == 19
probe ssbo uint 0 128 == 0
probe ssbo uint 0 132 == 0
I have more variations of this, I could send a patch to piglit if you think
it's valuable. Can you try to reproduce this exact case on your hardware?</pre>
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