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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Compute shader doesn't give right result under some circumstances"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99532#c13">Comment # 13</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Compute shader doesn't give right result under some circumstances"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99532">bug 99532</a>
from <span class="vcard"><a class="email" href="mailto:stu_dby@126.com" title="Boyan Ding <stu_dby@126.com>"> <span class="fn">Boyan Ding</span></a>
</span></b>
<pre>Now I doubt if the problem really lies in the atomic operations, even in
compiler at all. I changed the compute shader a little bit, only letting thread
(0, 0) to accumulate its result to the ssbo (the dividing factor in histogram
fragment shader changed from 20000 to 20). This bypasses atomic operation and
shared memory, but the same problem persists.
I suspect that the input state of compute shader is somehow invalid, and that
explains why removing one frame of the trace will magically eliminate the
problem.</pre>
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