Bug 38547

Summary: r600g fails shader, tries to run with failed shader, freezes.
Product: Mesa Reporter: David L. <equinox-freedesktopbugs>
Component: Drivers/Gallium/r600Assignee: Default DRI bug account <dri-devel>
Status: RESOLVED FIXED QA Contact:
Severity: major    
Priority: medium    
Version: git   
Hardware: x86-64 (AMD64)   
OS: Linux (All)   
Whiteboard:
i915 platform: i915 features:
Attachments: R600_DUMP_SHADERS + errors for first failing shader
debug output
debug output

Description David L. 2011-06-21 22:04:29 UTC
when trying to create a character in EVE Online, after the first few screens I encounter multiple shaders that cannot be translated from TGSI. The error message printed is:
"r600_pipe_shader_create - translation from TGSI failed !"

I've traced this down to:
^ check_and_set_bank_swizzle (-1) from
^ r600_bc_add_alu_type from
^ r600_shader_from_tgsi from
^ r600_pipe_shader_create (opcode: 0x09 "ADD")


Problematically, the application continues running after that, complains about "missing shader" and finally - a whole few seconds later, continuing to draw the loading animation - freezes the GFX card:

[ 4996.188064] radeon 0000:03:00.0: GPU lockup CP stall for more than 10000msec
[ 4996.188072] ------------[ cut here ]------------
[ 4996.188147] WARNING: at drivers/gpu/drm/radeon/radeon_fence.c:246 radeon_fence_wait+0x21c/0x2bb [radeon]()
[ 4996.188160] GPU lockup (waiting for 0x00011BDD last fence id 0x00011BD9)

after that I have to kill my X server and restart it.

(So this is basically two bugs, the shader failing, and the driver trying to use a failed shader I assume - though the lockup might also be unrelated)


System information:
mesa 21972c85ea734dbfcf69629c6b0b940efb42d4ba on Linux 2.6.39.1
32-bit chroot on 64-bit host
03:00.0 VGA compatible controller: ATI Technologies Inc RV630 [Radeon HD 2600 Series]


R600_DUMP_SHADERS output for failed shader following in attachment.
Comment 1 David L. 2011-06-21 22:07:02 UTC
Created attachment 48266 [details]
R600_DUMP_SHADERS + errors for first failing shader

(please note that I added more debug statements, so the line numbers are a few lines off in those last 3 error lines)
Comment 2 David L. 2011-06-21 22:19:08 UTC
i hacked up a counter to tell me which instruction is failing, it seems to be

2517:   ADD TEMP[161].x, -TEMP[158].xxxx, CONST[0].wwww

if i'm not totally wrong. (my counter says 2518, but it is an ADD that fails so i think I'm off by one...)
Comment 3 Jerome Glisse 2011-06-22 09:23:14 UTC
Do you have the original glsl shader ? (env var MESA_GLSL="dump" should dump it)

This shader is awfully big, issue is that it use more temporary than hw has, i am guessing we never check for this. A proper compiler might be able to cut down the number of temporary as there is a lot of scalar operation (only one component of a vector use).
Comment 4 David L. 2011-06-22 19:56:23 UTC
(In reply to comment #3)
> Do you have the original glsl shader ? (env var MESA_GLSL="dump" should dump
> it)

I can't dump the shader due to #38584.

Also, I'm sorry, I misidentified the failing instruction. TGSI 0x09 isn't ADD but DP3, and my hacked-in instruction counter was not off by one after all... so the instruction that fails is

2517:   ADD TEMP[161].x, -TEMP[158].xxxx, CONST[0].wwww
2518>>> DP3 TEMP[162].x, TEMP[138].xyzz, -TEMP[153].xyzz
2519:   MOV TEMP[20].w, TEMP[162].xxxx
2520:   ADD TEMP[163].xy, -TEMP[147].yyyy, TEMP[20].xwww

It fails to compile two more shaders before it crashes, those bail out on:

472:   ADD TEMP[150].x, -TEMP[147].xxxx, -CONST[0].wwww
473>>> DP3 TEMP[151].x, TEMP[127].xyzz, -TEMP[142].xyzz
474:   ADD TEMP[152].x, -TEMP[136].yyyy, TEMP[136].xxxx
475:   ADD TEMP[153].x, -TEMP[136].yyyy, TEMP[151].xxxx

and

473:   ADD TEMP[151].x, -TEMP[148].xxxx, -CONST[0].wwww
474>>> DP3 TEMP[152].x, TEMP[128].xyzz, -TEMP[143].xyzz
475:   ADD TEMP[153].x, -TEMP[137].yyyy, TEMP[137].xxxx
476:   ADD TEMP[154].x, -TEMP[137].yyyy, TEMP[152].xxxx

I have, however, also seen it crash on ADDs (opcode 0x08) - can't reproduce that right now though. Is there a register limit at around 150...160?
Comment 5 Jerome Glisse 2011-06-23 06:22:47 UTC
The mesa dump shader should at least print the shader that you already pasted here. Really need the glsl one
Comment 6 David L. 2011-06-24 22:16:49 UTC
Created attachment 48391 [details]
debug output

debug output attached, started on the game screen before the one using the failing shader. i can't quite make out what source belongs to what... look for "#2518" to find the error.

(no idea if the SEGV at the end is related)
Comment 7 David L. 2011-06-24 22:21:15 UTC
Created attachment 48392 [details]
debug output

debug output, really. turns out c++filt doesn't consider its arguments filenames...
Comment 8 Marek Olšák 2014-04-13 11:48:08 UTC
AFAIK, the driver can translate all shaders just fine, so this shouldn't occur anymore.

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