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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GPU hang in compute shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=103228#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GPU hang in compute shader"
href="https://bugs.freedesktop.org/show_bug.cgi?id=103228">bug 103228</a>
from <span class="vcard"><a class="email" href="mailto:sgunderson@bigfoot.com" title="Steinar H. Gunderson <sgunderson@bigfoot.com>"> <span class="fn">Steinar H. Gunderson</span></a>
</span></b>
<pre>Hm, after some research, it seems I cannot rely on compute shader invocations
not to stomp on each other, even from the same draw call. If I insert
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT) between the two
glDispatchCompute() calls, it stops hanging.
Nevertheless, it's odd that adding an empty shader should cause the problem to
appear. I'm leaning towards not-a-bug, though.</pre>
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