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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - The Stanley Parable GPU hang when starting a new game"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99219#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - The Stanley Parable GPU hang when starting a new game"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99219">bug 99219</a>
from <span class="vcard"><a class="email" href="mailto:samuel.pitoiset@gmail.com" title="Samuel Pitoiset <samuel.pitoiset@gmail.com>"> <span class="fn">Samuel Pitoiset</span></a>
</span></b>
<pre>It's actually a regression in mesa, works fine with 13.0.2.
After bisecting, the first bad commit is:
commit ed3190b3f3a776fc8c75b1e6130a88079166d115
Author: Marek Olšák <<a href="mailto:marek.olsak@amd.com">marek.olsak@amd.com</a>>
Date: Sun Nov 13 18:41:43 2016 +0100
radeonsi: don't export ClipVertex and ClipDistance[] if clipping is
disabled
This is the first user of optimized monolithic shader variants.
Cull distances can't be disabled by states.
Tested-by: Edmondo Tommasina <<a href="mailto:edmondo.tommasina@gmail.com">edmondo.tommasina@gmail.com</a>>
Reviewed-by: Nicolai Hähnle <<a href="mailto:nicolai.haehnle@amd.com">nicolai.haehnle@amd.com</a>>
But this doesn't seem to be actually related to the clip planes optimization
because
if you replay the trace with R600_DUMP_SHADERS=y, it no longer crashes. If my
understanding
is correct, it won't compile shaders asynchronously. Forcing
num_compiler_threads = 1 in
si_pipe.c also "fixes" the hang.</pre>
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