Summary: | Steam-Game Turmoil, Segfault on start | ||
---|---|---|---|
Product: | Mesa | Reporter: | famo <richard.llom> |
Component: | Drivers/Gallium/radeonsi | Assignee: | mesa-dev |
Status: | RESOLVED MOVED | QA Contact: | Default DRI bug account <dri-devel> |
Severity: | normal | ||
Priority: | medium | CC: | john.ettedgui |
Version: | 13.0 | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Bug Depends on: | 105797 | ||
Bug Blocks: |
Description
famo
2017-07-10 20:54:45 UTC
Still crashes with Mesa 17.1.5 Graphics: Card: Advanced Micro Devices [AMD/ATI] Fiji [Radeon R9 FURY / NANO Series] Display Server: x11 (X.Org 1.19.3) driver: amdgpu Resolution: 2560x1440@143.86hz OpenGL: renderer: Gallium 0.4 on AMD FIJI (DRM 3.15.0 / 4.12.4-1-CHAKRA, LLVM 4.0.1) version: 4.5 Mesa 17.1.5 Same issue here on mesa dev with a 280X using the amdgpu kernel module on 4.13.1. In dmesg we can see this: [18506.679448] si_shader:2[21842]: segfault at f133abd4 ip 000000000834e6fc sp 00000000e8efcc60 error 7 in runner[8048000+423000] [18527.013339] runner[21858]: segfault at 4d0 ip 00000000f7824c02 sp 00000000ffd7e120 error 4 in libX11.so.6.3.0[f77fa000+148000] [18527.706432] runner[21946]: segfault at f0f24b70 ip 000000000834e6fc sp 00000000ffd74050 error 7 in runner[8048000+423000] [18527.706438] si_shader:2[21951]: segfault at ee7b62a4 ip 000000000834e6fc sp 00000000e8efcb10 error 7 in runner[8048000+423000] [18613.585254] si_shader:2[22020]: segfault at 54657369 ip 00000000f04f9739 sp 00000000ebbfa610 error 4 in libLLVM-6.0svn.so[efdb8000+3 I've never played it before so I don't know if it's a somewhat recent breakage or something that never worked. It works fine with "LIBGL_ALWAYS_SOFTWARE=1" though. I guess it shouldn't crash with R600_DEBUG="vs,ps,gs,tcs,tes,cs" ? That's right it does not! Out of curiosity why is a debug print command preventing the crash? In case it helps, this is the minimum needed: R600_DEBUG="vs,ps" to not crash. The others don't seem to matter. (In reply to John from comment #4) > That's right it does not! > > Out of curiosity why is a debug print command preventing the crash? RadeonSI can compile shaders using multithreads internally, but this feature is disabled when you dump the shaders. All YoYO based games are affected by this issue. Oh I see, that makes sense. Thank you for the easy explanation! Should we stick with the R600_DEBUG var or is there something only for the threading compilation? I've tried multithread_glsl_compiler, GALLIUM_THREAD and mesa_glthread but none changed anything. Is this an issue in the YoYo engine or in radeonsi? The game in question does not require high performance so the current workaround is good enough, I'm just curious. Thank you for the quick replies! I don't know where the issue is, but this really needs investigation beause it affects many small games. Note that you can also use R600_DEBUG=mono to workaround the issue for now. Great, thank you! I'd be happy to test patches or anything to help. -- GitLab Migration Automatic Message -- This bug has been migrated to freedesktop.org's GitLab instance and has been closed from further activity. You can subscribe and participate further through the new bug through this link to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/1272. |
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