Bug 82019 - Unreal Engine Effects Cave demo lockup HD 7970M
Summary: Unreal Engine Effects Cave demo lockup HD 7970M
Status: RESOLVED MOVED
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/Gallium/radeonsi (show other bugs)
Version: git
Hardware: Other All
: medium normal
Assignee: Default DRI bug account
QA Contact:
URL:
Whiteboard:
Keywords:
Depends on:
Blocks:
 
Reported: 2014-08-01 17:18 UTC by Christoph Haag
Modified: 2014-08-14 18:19 UTC (History)
0 users

See Also:
i915 platform:
i915 features:


Attachments
full dmesg with lockup (83.25 KB, text/plain)
2014-08-01 17:18 UTC, Christoph Haag
Details
another dmesg with 3.16-rc7 and nodma (78.48 KB, text/plain)
2014-08-01 17:49 UTC, Christoph Haag
Details

Description Christoph Haag 2014-08-01 17:18:45 UTC
Created attachment 103826 [details]
full dmesg with lockup

On my ivy bridge/HD 7970M hybrid laptop, started with

DRI_PRIME=1 GALLIUM_HUD="fps,VRAM-usage+GTT-usage" ./Effects
so no hyperz.

mesa git with f4b0ab7afd83c811329211eae8167c9bf238870c reverted because of bug 81834 and with 0001-glsl-support-unsigned-increment-in-ir_loop.patch from https://bugs.freedesktop.org/show_bug.cgi?id=80880#c10

On reddit someone with a HD 7790 said it works (http://www.reddit.com/r/linux_gaming/comments/2cbspp/unreal_engine_4_starts_working_on_the_radeonsi/cjdzh2v)

For me with my HD 7970M it produces this hang on both 3.16-rc7 and agd5f/drm-next-3.17-rebased-on-fixes:

ring 3 stalled for more than 10296msec
GPU lockup (waiting for 0x0000000000000cdc last fence id 0x0000000000000cdb on ring 3)
scheduling IB failed (-35).
Saved 525 dwords of commands on ring 0.
GPU softreset: 0x0000004D
  GRBM_STATUS               = 0xE7DE5028
  GRBM_STATUS_SE0           = 0xEF800002
  GRBM_STATUS_SE1           = 0xEFC00002
  SRBM_STATUS               = 0x200000C0
  SRBM_STATUS2              = 0x00000000
  R_008674_CP_STALLED_STAT1 = 0x00000000
  R_008678_CP_STALLED_STAT2 = 0x00010800
  R_00867C_CP_BUSY_STAT     = 0x00408006
  R_008680_CP_STAT          = 0x84038647
  R_00D034_DMA_STATUS_REG   = 0x45483106
  R_00D834_DMA_STATUS_REG   = 0x44C83D57
  VM_CONTEXT1_PROTECTION_FAULT_ADDR   0x00000000
  VM_CONTEXT1_PROTECTION_FAULT_STATUS 0x00000000
GRBM_SOFT_RESET=0x0000DDFF
SRBM_SOFT_RESET=0x00100100
  GRBM_STATUS               = 0x00003028
  GRBM_STATUS_SE0           = 0x00000006
  GRBM_STATUS_SE1           = 0x00000006
  SRBM_STATUS               = 0x200000C0
  SRBM_STATUS2              = 0x00000000
  R_008674_CP_STALLED_STAT1 = 0x00000000
  R_008678_CP_STALLED_STAT2 = 0x00000000
  R_00867C_CP_BUSY_STAT     = 0x00000000
  R_008680_CP_STAT          = 0x00000000
  R_00D034_DMA_STATUS_REG   = 0x44C83D57
  R_00D834_DMA_STATUS_REG   = 0x44C83D57
GPU reset succeeded, trying to resume
Comment 1 Alex Deucher 2014-08-01 17:37:45 UTC
Does setting env var RADEON_DEBUG=nodma help?
Comment 2 Christoph Haag 2014-08-01 17:49:50 UTC
Created attachment 103827 [details]
another dmesg with 3.16-rc7 and nodma

Tried with: DRI_PRIME=1 GALLIUM_HUD="fps,VRAM-usage+GTT-usage" RADEON_DEBUG=nodma ./Effects

I didn't see much of a difference.
Comment 3 Christoph Haag 2014-08-13 10:19:36 UTC
Well, not sure what exactly fixed it, but with a recent mesa git build it runs without a hang now.
Comment 4 Christoph Haag 2014-08-14 17:23:01 UTC
(In reply to comment #3)
> Well, not sure what exactly fixed it, but with a recent mesa git build it
> runs without a hang now.

Oh wow, no.

I have a mesa build from two days ago with the master branch of the nine repository merged into it. With that build it works without hang.

I now tried it with a clean mesa master git build from today but it hangs the GPU.
I then tried merging the nine master branch in, had to disable opencl and osmesa, and it hangs too.

I do not know yet if having the nine repository merged makes any difference.

At least it's a small time window to bisect.
Comment 5 Christoph Haag 2014-08-14 18:19:21 UTC
(In reply to comment #4)

Good news: It has nothing to do with nine.
I think it's caused by the GALLIUM_HUD and so I opened bug 82628.

On second thought I could have seen that the hang is actually the same I had in the first place and probably this bug would have been perfectly fine to post in too, but now it's too late.


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