<dj-death>
User error: No tests were run, not writing a result file
<dj-death>
made my way through hardcoded paths in piglit
<dj-death>
now still have to get the piglit summary to work
pendingchaos_ is now known as pendingchaos
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<pac85>
zmike: I've got a present for you, in the form of a commit hash and a trace. So yesterday I ran Serious Sam 2 on zink compiled from main and it stuttered any time an enemy showed up on screen. bisecting points to 52f27cda05b9ff2eb93cbaf1cfae15198ed5a3d6 which is yours. The trace doesn't reproduce the issue so I don't know if it is worth sending it to you.
<zmike>
🤔
<pac85>
I hoped you would have some idea of what could be going on, I'm looking at the MSAA thing for now so I can't work on it
<zmike>
uhhhhh
<zmike>
pac85: is this on ANV?
<pac85>
yes
<pac85>
no sorry
<pac85>
I read radv
<pac85>
it was on radv
<zmike>
uhhhh
<zmike>
so it doesn't happen in the trace but it does happen in the main game?
<pac85>
yes
<pac85>
also it seems to happen when particles show up? I'm not completely sure, maybe xfb could be involved?
<zmike>
can you check whether it's hitting the threadsafe path?
<zmike>
seems unlikely
<zmike>
but maybe
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<pac85>
You mean that lock wrapped conditiuoned by `if (usage & PIPE_MAP_THREAD_SAFE) ` right? nope that's not being hit