From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?) Date: Thu, 26 Jan 2017 14:17:19 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1044888794==" 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 3E1566EBB2 for ; Thu, 26 Jan 2017 14:17:19 +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 --===============1044888794== Content-Type: multipart/alternative; boundary="14854402395.acCA7bD1c.4247"; charset="UTF-8" --14854402395.acCA7bD1c.4247 Date: Thu, 26 Jan 2017 14:17:19 +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=3D97879 --- Comment #59 from Andreas Hartmetz --- Another random guess: Maybe shader compilation is a problem insofar that it blocks in a different GL API call than in other drivers, which causes some = lock to be held for much longer. Then the I/O thread won't find the lock free to submit a result when it expects to. That would require the GL / I/O thread synchronization to be done in a suboptimal way - the right synchronization primitives and techniques would avoid such problems. --=20 You are receiving this mail because: You are on the CC list for the bug.= --14854402395.acCA7bD1c.4247 Date: Thu, 26 Jan 2017 14:17:19 +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

Commen= t # 59 on bug 97879<= /a> from Andreas Hartmetz
Another random guess: Maybe shader compilation is a problem in=
sofar that it
blocks in a different GL API call than in other drivers, which causes some =
lock
to be held for much longer. Then the I/O thread won't find the lock free to
submit a result when it expects to.
That would require the GL / I/O thread synchronization to be done in a
suboptimal way - the right synchronization primitives and techniques would
avoid such problems.


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