Summary: | The Stanley Parable GPU hang when starting a new game | ||
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Product: | Mesa | Reporter: | Christoph Haag <haagch> |
Component: | Drivers/Gallium/radeonsi | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED FIXED | QA Contact: | Default DRI bug account <dri-devel> |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | full dmesg |
Description
Christoph Haag
2016-12-29 10:29:32 UTC
Created attachment 128688 [details]
full dmesg
Apparently this didn't attach correctly when I created the bug.
Thanks for reporting this. I can reproduce the hang on rx 480 with latest mesa/llvm git. It hangs at drawcall 674985. I will investigate. It's actually a regression in mesa, works fine with 13.0.2. After bisecting, the first bad commit is: commit ed3190b3f3a776fc8c75b1e6130a88079166d115 Author: Marek Olšák <marek.olsak@amd.com> Date: Sun Nov 13 18:41:43 2016 +0100 radeonsi: don't export ClipVertex and ClipDistance[] if clipping is disabled This is the first user of optimized monolithic shader variants. Cull distances can't be disabled by states. Tested-by: Edmondo Tommasina <edmondo.tommasina@gmail.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> But this doesn't seem to be actually related to the clip planes optimization because if you replay the trace with R600_DUMP_SHADERS=y, it no longer crashes. If my understanding is correct, it won't compile shaders asynchronously. Forcing num_compiler_threads = 1 in si_pipe.c also "fixes" the hang. This should fix it: https://patchwork.freedesktop.org/patch/130844/ The game runs without hangs now. Thanks. Fixed by: 3753dc896dfe98b246ba8b030aab27a9928533af Closing. |
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