This seems to only happen on SKL GT4. I've tried on BDW and on SKL GT3 and both are fine. There are a number of different driver hacks that all make the hang go away: 1. Decrease the total URB size to 900 or less in gen_get_l3_config_urb_size() 2. Increase the number of URB slots per VUE requested for vertex shaders by 2 (done in emit_urb_setup in genX_pipeline.c) 3. Divide the number of URB entries by 2 when emitting the 3DSTATE_URB_* packets. 4. Disable the vertex cache in 3DSTATE_VS There are also a number of tessellation errors that seem to have to do with the tessellation level of detail. Some of the above hacks not only fix the hang but also get things tessellating at the correct LOD. There is also a tessellation issue in the last scene of the benchmark where the lion and the buildings are not properly tessellated. None of the above hacks fix that issue.
I should probably be a good bug reporter and write more things down: Game: Batman: Arkham City GOTY Platform: Steam Install method: Windows Steam running under Wine with DXVK DXVK version: 0.61+ (67fe452580222fc)
Created attachment 140704 [details] Example error state
This has been fixed with the following commit in master: commit b08b4b2b25b201df2d667cf70d7f99475e5c7aec Author: Jason Ekstrand <jason.ekstrand@intel.com> Date: Tue Aug 21 20:40:50 2018 -0500 anv: Disable the vertex cache when tessellating on SKL GT4 I have no idea if I'm correct about what's going wrong or if this is the correct fix. However, in my multiple weeks of banging my head on this hang, a VUE reference counting bug seems to match all the symptoms and it definitely fixes the hang. Cc: mesa-stable@lists.freedesktop.org Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=107280 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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