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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - XCOM: Enemy Unknown Causes lockup"
href="https://bugs.freedesktop.org/show_bug.cgi?id=80419#c117">Comment # 117</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - XCOM: Enemy Unknown Causes lockup"
href="https://bugs.freedesktop.org/show_bug.cgi?id=80419">bug 80419</a>
from <span class="vcard"><a class="email" href="mailto:kamil.paral@gmail.com" title="Kamil Páral <kamil.paral@gmail.com>"> <span class="fn">Kamil Páral</span></a>
</span></b>
<pre>(In reply to Marek Olšák from <a href="show_bug.cgi?id=80419#c116">comment #116</a>)
<span class="quote">> This thread is too long. Could someone please summarize the issues here?
> Also, how does the apitrace crash relate to the GPU hang?</span >
I hoped somebody clever would respond, but it seems it'll have to be me. OpenGL
layman alert.
There were multiple issues discovered in this report:
0. (the core issue) radeonsi hangs the system completely (or sometimes
recovers) when playing XCOM, randomly (can be minutes, can be hours)
1. Jose claims XCOM has a bug, issuing invalid OpenGL commands (see <a href="show_bug.cgi?id=80419#c115">comment
115</a>).
2. apitrace is crashing while replaying almost any XCOM trace. My trace from
<a href="show_bug.cgi?id=80419#c74">comment 74</a> is affected by this, so you need a temporary fix from
<a href="https://github.com/apitrace/apitrace/issues/407#issuecomment-166619366">https://github.com/apitrace/apitrace/issues/407#issuecomment-166619366</a> to stop
it from crashing. The fix is not mainlined, because Jose says the purpose of
apitrace is to help discover problems, not hide them.
3. Another discovered issue was that apitrace was trimming vertex data too
aggressively (<a href="show_bug.cgi?id=80419#c113">comment 113</a>,
<a href="https://github.com/apitrace/apitrace/issues/407#issuecomment-167866502">https://github.com/apitrace/apitrace/issues/407#issuecomment-167866502</a>). That
is now fixed in apitrace, but my trace is affected, I'd have to re-record it.
The problem is that I was really lucky that I recorded it in the first place,
my computer did not hang completely as in 99% of cases, but recovered, and
therefore the trace was not cut short. I don't think I'd get that lucky again.
Plus Nicolai said he does not need that. The trimmed vertex data does not seem
to affect the replay in a negative way, but I assume it might complicate the
debugging process.
4. When looping over my trace, I can reproduce the crash pretty quick (i.e. my
computer completely hangs), but not deterministically (does not happen on every
replay). But it seems there is no further info I could supply from my side to
help you debug this.
5. Nicolai said he can reproduce it (probably by running the game, not
replaying my trace), but it takes a long time, so he wasn't able to work on
this too much.</pre>
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