From de0fb6a9def82d8892beb263a486393aafa37288 Mon Sep 17 00:00:00 2001 From: Mark Adams Date: Mon, 4 Dec 2017 17:26:54 -0500 Subject: [PATCH] Don't assume rendering complete before buffer latch It's valid for the buffer to latch before rendering is completed, and this is causing intermittent failures. Bug: b/69981429 Test: --deqp-case=dEQP-EGL*get_frame_timestamps* (cherry picked from commit 9e0214cf61df1109927f8f23dd5749735057eb30) Change-Id: Ia9f1d0e4ffa7f3e16a46fc4566157a651d1b0601 --- modules/egl/teglGetFrameTimestampsTests.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/modules/egl/teglGetFrameTimestampsTests.cpp b/modules/egl/teglGetFrameTimestampsTests.cpp index 536589b..4be21f8 100644 --- a/modules/egl/teglGetFrameTimestampsTests.cpp +++ b/modules/egl/teglGetFrameTimestampsTests.cpp @@ -226,7 +226,6 @@ void verifySingleFrame (const FrameTimes& frameTimes, tcu::ResultCollector& resu result.check(frameTimes.renderingComplete < frameTimes.readsDone, "Buffer rendering completed after reads completed."); // Verify CPU/GPU dependencies - result.check(frameTimes.renderingComplete < frameTimes.latch, "Buffer latched before rendering completed."); if (timestampValid(frameTimes.firstCompositionGpuFinished)) result.check(frameTimes.firstCompositionStart < frameTimes.firstCompositionGpuFinished, "Composition CPU work started after GPU work finished."); -- 2.7.4