Don't assume rendering complete before buffer latch
authorMark Adams <marka@nvidia.com>
Mon, 4 Dec 2017 22:26:54 +0000 (17:26 -0500)
committerMark Adams <marka@nvidia.com>
Tue, 12 Dec 2017 15:08:56 +0000 (10:08 -0500)
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

index 536589b..4be21f8 100644 (file)
@@ -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.");