From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 103246] PoE: GPU hang with mesa >= 17.2.0 + gallium-nine Date: Sun, 13 May 2018 17:50:00 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0183816742==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [IPv6:2610:10:20:722:a800:ff:fe98:4b55]) by gabe.freedesktop.org (Postfix) with ESMTP id 57E466E18D for ; Sun, 13 May 2018 17:50:00 +0000 (UTC) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============0183816742== Content-Type: multipart/alternative; boundary="15262338000.39D20ff6.7485" Content-Transfer-Encoding: 7bit --15262338000.39D20ff6.7485 Date: Sun, 13 May 2018 17:50:00 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated https://bugs.freedesktop.org/show_bug.cgi?id=3D103246 kmk3.bugs@gmail.com changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |FIXED --- Comment #3 from kmk3.bugs@gmail.com --- Hello iive, thanks for the detailed response. > Does the bug still happen with current mesa3d+llvm? I tested briefly a week after you commented and it no longer occurred with = mesa 17.3.8 :) # Packages: linux416 4.16.0-1 lib32-llvm-libs 6.0.0-1 llvm-libs 6.0.0-4 lib32-mesa 17.3.8-1 lib32-mesa-vdpau 17.3.8-1 libva-mesa-driver 17.3.8-1 mesa 17.3.8-1 mesa-vdpau 17.3.8-1 wine-gaming-nine 3.5-2 # ---------- I just got around to recompiling the latest nine and testing with the latest mesa, to make sure it still works and it does. # Packages: linux416 4.16.4-1 lib32-llvm-libs 6.0.0-1 llvm-libs 6.0.0-4 lib32-mesa 18.0.1-1 lib32-mesa-vdpau 18.0.1-1 libva-mesa-driver 18.0.1-1 mesa 18.0.1-1 mesa-vdpau 18.0.1-1 wine-gaming-nine 3.7-1 # ---------- > It might be good idea if you also fill bugreport to the github Ixit/Mesa-= 3D issue tracker. This is something I'm still not sure about: Where is it appropriate to file bugs? Considering the next time I find a bug with increased likelihood of it being in mesa, should it be reported on each project (mesa, wine and nine) for tracking or would it just add noise? > While the game is free, it would still be good idea if you can create an = apitrace recording of a place where the game crashes. Ask in #d3d9 at irc.f= reenode about the ftp access, or use google drive or similar file sharing. = (We might use the trace for regression testing in future). >=20 > I usually place the apitrace wrapper d3d9.dll inside the game directory (= main or where game.exe is). Then using `winecfg` add library override for "= d3d9" to be "native, built-in". > If everything goes well, the wrapper would create a new trace inside the = game directory every time the game is started. So don't forget to remove it= when you are done. >=20 > Naturally, use working mesa3d version for the trace. Then install new ver= sion of mesa and check if the trace crashes. Thanks for the details, I was struggling on finding a proper way to debug i= t. Now digging through the mesa website, I found the mention of apitrace on [1= ], but not on [2], while the debugging build instructions are only on [2]. It seems to me that it would make sense to merge the pages together. Also, that's an interesting approach that seems to differ a little from [3]. Would you mind documenting it if/when you have the time? As someone new to debugging graphics drivers, it seems like information is a bit scattered around different pages and projects. It would be quite helpful to have instructions for a general debugging workflow centralized in one place. But I digress. > If you can compile mesa3d on your own, you might be able to help narrow d= own the problem further. I cannot do that, since my card is using the R600 = driver, so it is very unlikely to have the same shader miscompilation. For future reference, I managed to recompile mesa and wine-staging-nine (or wine-gaming-nine) months ago (around November by the log date) with all the debug flags in [4]. But even then, the only lines ever logged to MESA_LOG_FILE were these (repeated ~1k times): Mesa: User error: GL_INVALID_OPERATION in glResumeTransformFeedback(wrong program bound) Mesa: User error: GL_INVALID_OPERATION in glPauseTransformFeedback(feedback= not active or already paused) Maybe it was a really catastrophic error. [1] https://www.mesa3d.org/bugs.html [2] https://www.mesa3d.org/debugging.html [3] https://github.com/apitrace/apitrace/blob/master/docs/USAGE.markdown [4] https://wiki.ixit.cz/d3d9_debugging --=20 You are receiving this mail because: You are the assignee for the bug.= --15262338000.39D20ff6.7485 Date: Sun, 13 May 2018 17:50:00 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated kmk3.bugs@gmail.com changed bug 10324= 6
What Removed Added
Status NEW RESOLVED
Resolution --- FIXED

Commen= t # 3 on bug 10324= 6 from kmk3.bugs@gm= ail.com
Hello iive, thanks for the detailed response.

> Does the bug still happen with current mesa3d+ll=
vm?
I tested briefly a week after you commented and it no longer occurred with =
mesa
17.3.8 :)

# Packages:
linux416 4.16.0-1

lib32-llvm-libs 6.0.0-1
llvm-libs 6.0.0-4

lib32-mesa 17.3.8-1
lib32-mesa-vdpau 17.3.8-1
libva-mesa-driver 17.3.8-1
mesa 17.3.8-1
mesa-vdpau 17.3.8-1

wine-gaming-nine 3.5-2

# ----------

I just got around to recompiling the latest nine and testing with the latest
mesa, to make sure it still works and it does.

# Packages:
linux416 4.16.4-1

lib32-llvm-libs 6.0.0-1
llvm-libs 6.0.0-4

lib32-mesa 18.0.1-1
lib32-mesa-vdpau 18.0.1-1
libva-mesa-driver 18.0.1-1
mesa 18.0.1-1
mesa-vdpau 18.0.1-1

wine-gaming-nine 3.7-1

# ----------

> It might be good idea if you also fill bugreport=
 to the github Ixit/Mesa-3D issue tracker.
This is something I'm still not sure about: Where is it appropriate to file
bugs?
Considering the next time I find a bug with increased likelihood of it being
in mesa, should it be reported on each project (mesa, wine and nine) for
tracking or would it just add noise?

> While the game is free, it would still be good i=
dea if you can create an apitrace recording of a place where the game crash=
es. Ask in #d3d9 at irc.freenode about the ftp access, or use google drive =
or similar file sharing. (We might use the trace for regression testing in =
future).
>=20
> I usually place the apitrace wrapper d3d9.dll inside the game director=
y (main or where game.exe is). Then using `winecfg` add library override fo=
r "d3d9" to be "native, built-in".
> If everything goes well, the wrapper would create a new trace inside t=
he game directory every time the game is started. So don't forget to remove=
 it when you are done.
>=20
> Naturally, use working mesa3d version for the trace. Then install new =
version of mesa and check if the trace crashes.
Thanks for the details, I was struggling on finding a proper way to debug i=
t.
Now digging through the mesa website, I found the mention of apitrace on [1=
],
but not on [2], while the debugging build instructions are only on [2].
It seems to me that it would make sense to merge the pages together.

Also, that's an interesting approach that seems to differ a little from [3].
Would you mind documenting it if/when you have the time?
As someone new to debugging graphics drivers, it seems like information is a
bit scattered around different pages and projects.
It would be quite helpful to have instructions for a general debugging
workflow centralized in one place.
But I digress.

> If you can compile mesa3d on your own, you might=
 be able to help narrow down the problem further. I cannot do that, since m=
y card is using the R600 driver, so it is very unlikely to have the same sh=
ader miscompilation.
For future reference, I managed to recompile mesa and wine-staging-nine
(or wine-gaming-nine) months ago (around November by the log date) with all
the debug flags in [4].
But even then, the only lines ever logged to MESA_LOG_FILE were these
(repeated ~1k times):
Mesa: User error: GL_INVALID_OPERATION in glResumeTransformFeedback(wrong
program bound)
Mesa: User error: GL_INVALID_OPERATION in glPauseTransformFeedback(feedback=
 not
active or already paused)

Maybe it was a really catastrophic error.

[1] https://www.mesa3d.org/bug=
s.html
[2] https://www.mesa3d.or=
g/debugging.html
[3] https://github.com/apitrace/apitrace/blob/master/docs/USAGE.markd=
own
[4] https://wiki.ixit.cz/d3=
d9_debugging


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