Summary: | r300compiler: build_loop_info: expected conditional | ||
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Product: | Mesa | Reporter: | Wiktor Janas <wixorpeek> |
Component: | Drivers/Gallium/r300 | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED DUPLICATE | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | Fix the compiler error |
Description
Wiktor Janas
2010-09-28 02:42:53 UTC
Both shaders *should* fail to compile because you cannot say at compile time whether they will terminate or not. If a GPU gets stuck in an infinite loop, it's basically a hard lockup, and your monitor becomes unusable until you reset the machine. We can't allow that. Created attachment 39022 [details] [review] Fix the compiler error This patch should fix the compiler error, but I'm seeing this shader render incorrectly, so this is still a bug. (In reply to comment #1) > Both shaders *should* fail to compile because you cannot say at compile time > whether they will terminate or not. If a GPU gets stuck in an infinite loop, > it's basically a hard lockup, and your monitor becomes unusable until you reset > the machine. We can't allow that. It's not possible to have infinite loops, because the number of iterations is capped at 256. (In reply to comment #3) > It's not possible to have infinite loops, because the number of iterations is > capped at 256. And what about jumps? This shader uncovers a bug in the deadcode pass, so I'm reopening it. (In reply to comment #4) > (In reply to comment #3) > > It's not possible to have infinite loops, because the number of iterations is > > capped at 256. > > And what about jumps? Jump instructions can be executed an infinite number of times, but the r300 compiler doesn't use them. (In reply to comment #5) > This shader uncovers a bug in the deadcode pass, so I'm reopening it. It was actually a slight variation of this shader that was uncovering the bug in the deadcode pass. With the compiler error fixed this shader exhibits the same behavior as bug 30415. *** This bug has been marked as a duplicate of bug 30415 *** |
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