Hi, Nicolai,
On 11/21/2017 11:50 AM, Nicolai Hähnle wrote:
Hi Thomas,
On 20.11.2017 18:19, Thomas Hellstrom wrote:
Is this a multithreaded test? Do you see the error with Ubuntu 17.10
+ Xorg?
The dEQP-GLES31 tests are all single-threaded.
I could finally test with the Ubuntu 17.10 on Xorg d
Hi Thomas,
On 20.11.2017 18:19, Thomas Hellstrom wrote:
Is this a multithreaded test? Do you see the error with Ubuntu 17.10 +
Xorg?
The dEQP-GLES31 tests are all single-threaded.
I could finally test with the Ubuntu 17.10 on Xorg desktop on the same
system (some other tests were running bef
Hi, Nicholai,
Is this a multithreaded test? Do you see the error with Ubuntu 17.10 + Xorg?
/Thomas
On 11/20/2017 06:03 PM, Nicolai Hähnle wrote:
Hi Thomas,
not actually a regression, but I am seeing hangs now with builds that
include this patch when running the dEQP-GLES31 test. The backtra
Hi Thomas,
not actually a regression, but I am seeing hangs now with builds that
include this patch when running the dEQP-GLES31 test. The backtrace is:
#3 0x7f947918262a in xcb_wait_for_special_event () from
/usr/lib/x86_64-linux-gnu/libxcb.so.1
#4 0x7f947c80984e in dri3_wait_for_
On 06.11.2017 12:53, Thomas Hellstrom wrote:
On 11/06/2017 12:14 PM, Nicolai Hähnle wrote:
On 03.11.2017 12:02, Thomas Hellstrom wrote:
It turned out that with recent changes that call into dri3 from
glFinish(),
it appears like different thread end up waiting for X events
simultaneously,
causi
On 11/06/2017 12:14 PM, Nicolai Hähnle wrote:
On 03.11.2017 12:02, Thomas Hellstrom wrote:
It turned out that with recent changes that call into dri3 from
glFinish(),
it appears like different thread end up waiting for X events
simultaneously,
causing deadlocks since they steal events from each
On 03.11.2017 12:02, Thomas Hellstrom wrote:
It turned out that with recent changes that call into dri3 from glFinish(),
it appears like different thread end up waiting for X events simultaneously,
causing deadlocks since they steal events from eachoter and update the dri3
counters behind eachoth
It turned out that with recent changes that call into dri3 from glFinish(),
it appears like different thread end up waiting for X events simultaneously,
causing deadlocks since they steal events from eachoter and update the dri3
counters behind eachothers backs.
This patch intends to improve on th