Max executed instructions in DX11 Compute?

Discussion created by BarnacleJunior on Mar 21, 2010

I'm developing some compute shaders on 5800.  They've been hanging my machine in cases, and after much debugging, I've realized that it is a function of the number of instructions actually being executed.  Is there a stated limit to the number executed instructions (as opposed to compiled ones - my kernel is only a few hundred slots) after which we can expect the device to hang the box?  I don't believe the numbers I'm dealing with are so big that the GPU is actually working through all the data, and just freezing the screen because it hasn't returned from the kernel to service the UI... Seems more like a threshold.. Code runs at 60fps then hits the wall and machine requires a hard reset.

I'm on Cat 10.2, Win7 64.