<html>
<head>
<base href="https://bugs.freedesktop.org/">
</head>
<body>
<p>
<div>
<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - HD6950 GPU lockup loop with various steam games (octodad[always], saints row 4[always], dead island[always], grid autosport[sometimes])"
href="https://bugs.freedesktop.org/show_bug.cgi?id=94900#c19">Comment # 19</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - HD6950 GPU lockup loop with various steam games (octodad[always], saints row 4[always], dead island[always], grid autosport[sometimes])"
href="https://bugs.freedesktop.org/show_bug.cgi?id=94900">bug 94900</a>
from <span class="vcard"><a class="email" href="mailto:iive@yahoo.com" title="iive@yahoo.com">iive@yahoo.com</a>
</span></b>
<pre>Created <span class=""><a href="attachment.cgi?id=125130" name="attach_125130" title="Octrodad crashing pixel shader - TGSI, disassembly, sbdump of IR code and crash backtrace">attachment 125130</a> <a href="attachment.cgi?id=125130&action=edit" title="Octrodad crashing pixel shader - TGSI, disassembly, sbdump of IR code and crash backtrace">[details]</a></span>
Octrodad crashing pixel shader - TGSI, disassembly, sbdump of IR code and crash
backtrace
I've discovered few more things.
1. When retracing with mesa3d debug enabled, the shader backend internal
checker is run and it does detect errors (and crashes at failed assert). It
seems to error out at shader 70 (a draw command before the one that hangs).
I've attached a log that includes the output of `sbdump` too.
2. `R600_DEBUG=sbsafemath` could also be used to workaround the above crash and
the original lockup. (Please test if this works with the other titles too.)
Looking at the source, the 'safe math' option skips few optimization. The one
that seems to cause problem is the call to `fold_assoc()` in
`expr_handler::fold_alu_op2()` somewhere around `sb_expr.cpp:740`.</pre>
</div>
</p>
<hr>
<span>You are receiving this mail because:</span>
<ul>
<li>You are the assignee for the bug.</li>
</ul>
</body>
</html>