On Mon 25 Sep 2017, Tapani Pälli wrote: > > > On 09/22/2017 03:09 AM, Chad Versace wrote: > > On Thu 21 Sep 2017, Tapani Pälli wrote: > > > Hi Chad; > > > > > > The build works ok now on Android-IA. There is still something wrong with > > > 'exec async' though. It behaves differently with small/big apps but > > > eventually I think it just starts to block .. somewhere. I still need the > > > big hammer to set device->has_exec_async false to fix that. Please don't > > > consider that to be a blocker though, we can easily carry such patch in > > > Android-IA and debug it further. > > > > > > For this patch: > > > Reviewed-by: Tapani Pälli <tapani.pa...@intel.com> > > > > Thanks for testing and review. > > > > How long until you observe the lockup? And does the lockup happen > > earlier or later for small apps vs big apps? And what apps do you use to > > reproduce the lock? I'll try to reproduce the lock in my ARC++ setup > > after returning to the office on Monday (I'm at XDC now). > > > > Lockup happens very quickly on any app but some apps manage to do a bit of > work, here's 3 examples: > > Triangle example from Sascha's demos clears background to blue but then does > not succeed in rendering triangle. > > RayTracing example in Sascha's demos displays black background for long time > but then eventually gets VK_ERROR_DEVICE_LOST and crashes as after this it > still attempts to begin a new render pass. > > VulkanParticleSystem from PowerVR SDK gets VK_ERROR_DEVICE_LOST very early > with texture uploads and submitting command buffers. Eventually > ActivityManager kills it because input dispatching timed out.
Tapani, I finally succeeded in building and installing the Sascha demos onto ARC++ x86_64. I've tested 'triangle', 'gears', 'raytracing', and 'dynamicuniformbuffers', and see no issues. I run each app for about 10 minutes before closing it. Just in case you wanted to test my APKs on your system, I've uploaded them to http://kiwitree.net/~chadv/tmp/sascha-demos/. Maybe the problem is due to triple-vs-double buffering? I believe SurfaceFlinger in ARC++ uses triple-buffering (that is, the BufferQueue is 3 deep), but default AOSP uses double-buffering. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev