From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 105251] [Vega10] GPU lockup on boot: VMC page fault
Date: Wed, 03 Jul 2019 11:08:08 +0000
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Date: Wed, 3 Jul 2019 11:08:09 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D105251
--- Comment #69 from Hleb Valoshka <375gnu@gmail.com> ---
I have this fault with 2400G and mesa 18.3 & 19.1.1 with Linux 4.19 (other
versions haven't been tested).
It seems that Vega is unable to handle tiny VBO correctly. I have an old
application that uses a lot of immediate mode GL functions to create small
billboards using GL_QUADS like the following one:
glTexCoord2f(0, 0); glVertex(v0 * Size);
glTexCoord2f(1, 0); glVertex(v1 * Size);
glTexCoord2f(1, 1); glVertex(v2 * Size);
glTexCoord2f(0, 1); glVertex(v3 * Size);
Initially I have replaced this code with
static GLfloat Vtx[] =3D
{
-1, -1, 0, 0, 0,
1, -1, 0, 1, 0,
1, 1, 0, 1, 1,
-1, 1, 0, 0, 1
};
glBufferData(GL_ARRAY_BUFFER, sizeof(Vtx), Vtx, GL_STATIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), 0);
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), 3*sizeof(GLfloat));
+ I use VAO if it's available.
As a variant I used independent arrays for position and texture coordinates.
But with the same fault.
So as a result I added required data to another related VBO which contains =
8192
vertices. Now I don't have this fault.
I know that OpenGL doesn't like herds of small VBOs, but the hardware failu=
re
is not an expected result if we use them.
--=20
You are receiving this mail because:
You are the assignee for the bug.=
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Date: Wed, 3 Jul 2019 11:08:09 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
Comme=
nt # 69
on bug 10525=
1
from =
Hleb Valoshka
I have this fault with 2400G and mesa 18.3 & 19.1.1 with L=
inux 4.19 (other
versions haven't been tested).
It seems that Vega is unable to handle tiny VBO correctly. I have an old
application that uses a lot of immediate mode GL functions to create small
billboards using GL_QUADS like the following one:
glTexCoord2f(0, 0); glVertex(v0 * Size);
glTexCoord2f(1, 0); glVertex(v1 * Size);
glTexCoord2f(1, 1); glVertex(v2 * Size);
glTexCoord2f(0, 1); glVertex(v3 * Size);
Initially I have replaced this code with
static GLfloat Vtx[] =3D
{
-1, -1, 0, 0, 0,
1, -1, 0, 1, 0,
1, 1, 0, 1, 1,
-1, 1, 0, 0, 1
};
glBufferData(GL_ARRAY_BUFFER, sizeof(Vtx), Vtx, GL_STATIC_DRAW);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), 0);
glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), 3*sizeof(GLfloat));
+ I use VAO if it's available.
As a variant I used independent arrays for position and texture coordinates.
But with the same fault.
So as a result I added required data to another related VBO which contains =
8192
vertices. Now I don't have this fault.
I know that OpenGL doesn't like herds of small VBOs, but the hardware failu=
re
is not an expected result if we use them.
You are receiving this mail because:
- You are the assignee for the bug.
=
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