* [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts
2018-04-28 20:06 [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts bugzilla-daemon
@ 2019-05-22 11:59 ` bugzilla-daemon
2019-05-25 20:07 ` bugzilla-daemon
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From: bugzilla-daemon @ 2019-05-22 11:59 UTC (permalink / raw)
To: dri-devel
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https://bugs.freedesktop.org/show_bug.cgi?id=106302
--- Comment #1 from Pierre-Eric Pelloux-Prayer <pierre-eric@damsy.net> ---
I can reproduce but I don't think it's a bug in Mesa: your createTexture()
function doesn't use any synchronization mechanisms so you can't expect the
other thread/context to pick up the changes mades to the texture.
Adding a call to glFlush or glFinish at the end of createTexture() is enough in
this case to fix the issue.
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* [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts
2018-04-28 20:06 [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts bugzilla-daemon
2019-05-22 11:59 ` bugzilla-daemon
@ 2019-05-25 20:07 ` bugzilla-daemon
2019-05-27 18:47 ` bugzilla-daemon
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From: bugzilla-daemon @ 2019-05-25 20:07 UTC (permalink / raw)
To: dri-devel
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https://bugs.freedesktop.org/show_bug.cgi?id=106302
--- Comment #2 from seb@vestigecounty.com ---
Pierre-Eric, in my interpretation of OpenGL(R) ES Version 3.0.5 (November 3,
2016) Specification, Appendix 4: Shared Objects and Multiple Contexts, D.3.
Propagating Changes to Objects, Rule 4:...
----
If the contents of an object T are changed in a context other than the current
context, T must be attached or re-attached to at least one binding point in the
current context, or at least one attachment point of a currently bound
container object C, in order to guarantee that the new contents of T are
visible in the current context.
Example: If a texture image is bound to multiple texture bind points and the
texture is changed in another context, re-binding the texture at any one of the
texture bind points is sufficient to cause the changes to be visible at all
texture bind points.
----
...Finish or Fence are not required, since I am re-binding the texture on the
secondary thread where I expect changes to be seen.
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* [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts
2018-04-28 20:06 [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts bugzilla-daemon
2019-05-22 11:59 ` bugzilla-daemon
2019-05-25 20:07 ` bugzilla-daemon
@ 2019-05-27 18:47 ` bugzilla-daemon
2019-05-28 18:59 ` bugzilla-daemon
2019-05-29 8:00 ` bugzilla-daemon
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From: bugzilla-daemon @ 2019-05-27 18:47 UTC (permalink / raw)
To: dri-devel
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https://bugs.freedesktop.org/show_bug.cgi?id=106302
--- Comment #3 from Pierre-Eric Pelloux-Prayer <pierre-eric@damsy.net> ---
I agree but "D.3.1 Determining Completion of Changes to an object" says: "The
contents of an object T are considered to have been changed once a command such
as described in section D.3 has completed. Completion of a command may be
determined either by calling Finish, or by calling FenceSync and executing a
WaitSync command on the associated sync object.".
So in my understanding, the contents of your texture in your example haven't
changed by the end of createTexture() (because the glTexImage command hasn't
completed) so rule 4 isn't relevant.
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* [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts
2018-04-28 20:06 [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts bugzilla-daemon
` (2 preceding siblings ...)
2019-05-27 18:47 ` bugzilla-daemon
@ 2019-05-28 18:59 ` bugzilla-daemon
2019-05-29 8:00 ` bugzilla-daemon
4 siblings, 0 replies; 6+ messages in thread
From: bugzilla-daemon @ 2019-05-28 18:59 UTC (permalink / raw)
To: dri-devel
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https://bugs.freedesktop.org/show_bug.cgi?id=106302
--- Comment #4 from seb@vestigecounty.com ---
Thank you for being exactly on point, it turns out I was using a frivolous
interpretation of "change" rather than the one specified in OpenGL ES. The bug
can safely be closed as invalid, as fence is necessary in this case.
One thing that is curious to me still, is whether sampling the texture in the
second thread should yield (0,0,0), since the texture change has not completed
yet, and associated texture object is thus incomplete.
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* [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts
2018-04-28 20:06 [Bug 106302] [radeonsi] Garbage content when accessing a texture in multiple shared EGL contexts bugzilla-daemon
` (3 preceding siblings ...)
2019-05-28 18:59 ` bugzilla-daemon
@ 2019-05-29 8:00 ` bugzilla-daemon
4 siblings, 0 replies; 6+ messages in thread
From: bugzilla-daemon @ 2019-05-29 8:00 UTC (permalink / raw)
To: dri-devel
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https://bugs.freedesktop.org/show_bug.cgi?id=106302
Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |INVALID
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