[Mesa-dev] [PATCH] anv: Implement VK_ANDROID_native_buffer (v5)
Tapani Pälli
tapani.palli at intel.com
Mon Sep 25 06:59:34 UTC 2017
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
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