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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GLSL IR copy propagates loads of SSBOs"
href="https://bugs.freedesktop.org/show_bug.cgi?id=106774#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GLSL IR copy propagates loads of SSBOs"
href="https://bugs.freedesktop.org/show_bug.cgi?id=106774">bug 106774</a>
from <span class="vcard"><a class="email" href="mailto:jason@jlekstrand.net" title="Jason Ekstrand <jason@jlekstrand.net>"> <span class="fn">Jason Ekstrand</span></a>
</span></b>
<pre>(In reply to Ian Romanick from <a href="show_bug.cgi?id=106774#c8">comment #8</a>)
<span class="quote">> (In reply to Ian Romanick from <a href="show_bug.cgi?id=106774#c7">comment #7</a>)
> > (In reply to Jason Ekstrand from <a href="show_bug.cgi?id=106774#c6">comment #6</a>)
> > > Also, please turn your test case there into a piglit test. Extra points if
> > > it's a CTS test so we force everyone else to be correct too. :-)
> >
> > I'm not sure if you looked at it, but it is a piglit shader_runner test.
> > The current failure mode is many (recoverable) GPU hangs.</span >
I figured. What other kind of simple shader test is there? That was more of a
"Once you fix it, please commit to piglit".
<span class="quote">> Which I should point out are caused by infinite loops in the shader... not
> some other problem. :)</span >
Those are very good source of hangs. They're actually debuggable. :)</pre>
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