[Mesa-dev] [PATCH] anv: Implement VK_ANDROID_native_buffer (v5)

Tapani Pälli tapani.palli at intel.com
Thu Oct 12 09:59:57 UTC 2017

On 10/09/2017 06:56 PM, Chad Versace wrote:
> On Mon 25 Sep 2017, Tapani Pälli wrote:
>> On 09/22/2017 03:09 AM, Chad Versace wrote:
>>> On Thu 21 Sep 2017, Tapani Pälli wrote:
>>>> Hi Chad;
>>>> The build works ok now on Android-IA. There is still something wrong with
>>>> 'exec async' though. It behaves differently with small/big apps but
>>>> eventually I think it just starts to block .. somewhere. I still need the
>>>> big hammer to set device->has_exec_async false to fix that. Please don't
>>>> consider that to be a blocker though, we can easily carry such patch in
>>>> Android-IA and debug it further.
>>>> For this patch:
>>>> Reviewed-by: Tapani Pälli <tapani.palli at intel.com>
>>> Thanks for testing and review.
>>> How long until you observe the lockup? And does the lockup happen
>>> earlier or later for small apps vs big apps? And what apps do you use to
>>> reproduce the lock? I'll try to reproduce the lock in my ARC++ setup
>>> after returning to the office on Monday (I'm at XDC now).
>> Lockup happens very quickly on any app but some apps manage to do a bit of
>> work, here's 3 examples:
>> Triangle example from Sascha's demos clears background to blue but then does
>> not succeed in rendering triangle.
>> RayTracing example in Sascha's demos displays black background for long time
>> but then eventually gets VK_ERROR_DEVICE_LOST and crashes as after this it
>> still attempts to begin a new render pass.
>> VulkanParticleSystem from PowerVR SDK gets VK_ERROR_DEVICE_LOST very early
>> with texture uploads and submitting command buffers. Eventually
>> ActivityManager kills it because input dispatching timed out.
> Tapani, I finally succeeded in building and installing the Sascha demos
> onto ARC++ x86_64. I've tested 'triangle', 'gears', 'raytracing', and
> 'dynamicuniformbuffers', and see no issues. I run each app for about 10
> minutes before closing it. Just in case you wanted to test my APKs on
> your system, I've uploaded them to
> http://kiwitree.net/~chadv/tmp/sascha-demos/.
> Maybe the problem is due to triple-vs-double buffering? I believe
> SurfaceFlinger in ARC++ uses triple-buffering (that is, the BufferQueue
> is 3 deep), but default AOSP uses double-buffering.

Thanks Chad, I've grabbed the demos you shared. I'm currently busy 
investigating dEQP issues but will get back to this after those issues 
are resolved.

// Tapani

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