Comment 104 for bug 1098334

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In , Chris Wilson (ickle) wrote :

Yes, that is characteristic of this bug. The internal vertex/texture coordinates that are being passed along the GPU pipeline become corrupt (it looks like we overflow a small ring buffer). The only effective approach I've found so far has been to keep the number of rectangles inside the GPU pipeline below a magic value - but that is quite tricky here, and the simplest seems to be the big hammer that I stumbled upon for UXA. (Stumbled as it was an artifact of the original implementation and fixes an entirely different GPU bug - an immediate hang.)