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: Wed, 25 Jan 2017 17:34:17 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0526196817==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 301156EA4B for ; Wed, 25 Jan 2017 17:34:17 +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 --===============0526196817== Content-Type: multipart/alternative; boundary="14853656572.EEcCbC710.2791"; charset="UTF-8" --14853656572.EEcCbC710.2791 Date: Wed, 25 Jan 2017 17:34:17 +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 #56 from Grazvydas Ignotas --- Is the async I/O thread doing a lot of memory allocations? If so, perhaps the malloc implementation is slowed down by having large amo= unt of small allocs/frees from shader compiles and/or fragmentation of it's free space. I wonder if it's possible to put mesa on a separate allocator without affecting the rest of the app. If the game is 32bit, it could also be that the address space is almost ful= ly mapped and mmap is struggling to find holes to fit the new allocations in. Just some random guesses there. --=20 You are receiving this mail because: You are on the CC list for the bug.= --14853656572.EEcCbC710.2791 Date: Wed, 25 Jan 2017 17:34:17 +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 # 56 on bug 97879<= /a> from Grazvydas Ignotas
Is the async I/O thread doing a lot of memory allocations?

If so, perhaps the malloc implementation is slowed down by having large amo=
unt
of small allocs/frees from shader compiles and/or fragmentation of it's free
space. I wonder if it's possible to put mesa on a separate allocator without
affecting the rest of the app.
If the game is 32bit, it could also be that the address space is almost ful=
ly
mapped and mmap is struggling to find holes to fit the new allocations in.

Just some random guesses there.


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