Created attachment 29602 [details] screenshot of coldest The game Coldest does not render correctly in-game. It is probably related to this warning: i965: Single primitive emit potentially exceeded available aperture space The software rasterizer has no such problems and renders the game fine. System environment: -- chipset: G45 / ICH10R -- system architecture: 32-bit -- Linux distribution: Debian unstable -- Machine or mobo model: Asus P5Q-EM -- Display connector: DVI -- KMS: enabled -- xf86-video-intel: efbcf29dd1a1ca058b7a2a93f0685102c06c9369 -- xserver: 1.6.3 -- mesa: 5ce72c559c027ea03513ed9c0038706733b0586e -- drm: 67e4172394a88d4922fb8d9c7c3d96ce7e02c5a6 -- kernel: 2.6.31-rc9
Using: -- xf86-video-intel: 6a9705f41d4b6c43bc3459c69d021d0f042cd8ce -- xserver: 1.7.5 -- mesa: 6a9705f41d4b6c43bc3459c69d021d0f042cd8ce -- drm: 2.4.18 -- kernel: 2.6.33 I now get a GPU hang/reset instead.
Hang is gone with 644a05c6cb3ebabc600f6d529b54c71fd2c0c84c, the warning and rendering problems remain.
Unless your hardware happened to recently gain aperture space thanks to the "trim to 32M" kernel patch, likely the only fix here would be to enable PPGTT so we could get 2GB of aperture instead of whatever amount of GTT you have currently (reported in dmesg).
Looks like I have 256M: [ 0.859124] agpgart-intel 0000:00:00.0: AGP aperture is 256M @ 0xd0000000 I can't retry the game until bug 29675 is fixed though, one of the shaders fail to compile after the glsl2 merge.
drm-intel-next may help with the full GGTT space usage.
With git master, master libdrm and kernel 2.6.36 the warning is gone and the game seems to run okay.
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