| Summary: | Crash running glmark2-es2 on i.MX6 | ||
|---|---|---|---|
| Product: | [Build System, Metadata & Runtime] BSPs | Reporter: | Diego <diego.ml> |
| Component: | bsps-meta-fsl-arm | Assignee: | Daiane <angolini> |
| Status: | RESOLVED FIXED | QA Contact: | |
| Severity: | normal | ||
| Priority: | Medium | CC: | b07273, otavio |
| Version: | 1.5 | ||
| Target Milestone: | 1.5 | ||
| Hardware: | Other | ||
| OS: | arm | ||
| Whiteboard: | |||
| OS type for building Yocto: | --- | Type of Regression: | New (Never tested) |
| Verified: | Documentation change: | No (bug/feature does not impact docs) | |
|
Description
Diego
2013-07-30 10:58:39 UTC
Diego, is this always reproducible? (In reply to comment #1) > is this always reproducible? Yes, I can always reproduce it in Yocto on my Nitrogen6x, even on BSP 3.0.35-4.0.0. By the way I don't have this crash on FSL Ubuntu BSP 3.0.35-1.1.0 and 3.0.35-4.0.0 installing the prebuilt glmark2. (In reply to comment #2) > (In reply to comment #1) > > is this always reproducible? > > Yes, I can always reproduce it in Yocto on my Nitrogen6x, even on BSP > 3.0.35-4.0.0. > > By the way I don't have this crash on FSL Ubuntu BSP 3.0.35-1.1.0 and > 3.0.35-4.0.0 installing the prebuilt glmark2. Sorry. Just though about it: prebuilt glmark2 on FSL Ubuntu is a previous version, 2012.03. IIRC glmark2 2012.03 has less subbenchmarks than 2012.08, so it's could just be a matter of missing the benchmark that crashes the driver. Before this bug is fixed, please try this walkaround:
Modify shader file terrain-noise.frag:
@@ -29,7 +29,7 @@ vec4 taylorInvSqrt(vec4 r)
float snoise(vec3 v)
{
- const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
+ const vec3 C = vec3(1.0 / 6.0, 1.0 / 3.0, 1.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
(In reply to comment #4) > Before this bug is fixed, please try this walkaround: > Modify shader file terrain-noise.frag: > @@ -29,7 +29,7 @@ vec4 taylorInvSqrt(vec4 r) > > float snoise(vec3 v) > { > - const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); > + const vec3 C = vec3(1.0 / 6.0, 1.0 / 3.0, 1.0); > const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); > > // First corner Hi, this modifications avoids the crash, thank you for the workaround. Now waiting for a proper fix. Diego An workaround is being for in 3.5.7-1.0.0-alpha.2 drivers but it does not fix the problem. Resolved in 3.5.7-1.0.0-alpha.2 GPU release. |