Summary: | GPU hang in compute shader | ||||||
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Product: | DRI | Reporter: | Steinar H. Gunderson <sgunderson> | ||||
Component: | DRM/Intel | Assignee: | Intel GFX Bugs mailing list <intel-gfx-bugs> | ||||
Status: | CLOSED NOTOURBUG | QA Contact: | Intel GFX Bugs mailing list <intel-gfx-bugs> | ||||
Severity: | normal | ||||||
Priority: | medium | CC: | intel-gfx-bugs | ||||
Version: | unspecified | ||||||
Hardware: | Other | ||||||
OS: | All | ||||||
Whiteboard: | |||||||
i915 platform: | HSW | i915 features: | GPU hang | ||||
Attachments: |
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Description
Steinar H. Gunderson
2017-10-11 17:34:05 UTC
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. There's a lot of potential state changes that could occur by changing and dispatching another program, even if it is empty. Therefore it is at least plausible that the empty program could somehow trigger the application memory barrier bug to show itself. Anyway, I'll close this for now. |
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