[Bug 108531] [skl DXVK] GPU hang with Megadimension Neptunia VIIR

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Nov 9 17:19:11 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=108531

Jason Ekstrand <jason at jlekstrand.net> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
         Resolution|---                         |FIXED
             Status|NEW                         |RESOLVED

--- Comment #18 from Jason Ekstrand <jason at jlekstrand.net> ---
Given the debug messages I'm seeing the game spew, I think the hang was fixed
by the following commit:

commit 00fc56a68d21d7aa91b95f0eaacba59a96c466f5
Author: Danylo Piliaiev <danylo.piliaiev at gmail.com>
Date:   Fri Jul 20 12:54:42 2018 +0300

    anv: Disable dual source blending when shader doesn't support it on gen8+

    Dual source blending behaviour is undefined when shader doesn't
    have second color output.

     "If SRC1 is included in a src/dst blend factor and
      a DualSource RT Write message is not used, results
      are UNDEFINED. (This reflects the same restriction in DX APIs,
      where undefined results are produced if “o1” is not written
      by a PS – there are no default values defined)."

    Dismissing fragment in such situation leads to a hang on gen8+
    if depth test in enabled.

    Since blending cannot be gracefully fixed in such case and the result
    is undefined - blending is simply disabled.

    v2 (Jason Ekstrand):
     - Apply the workaround to each individual entry
     - Emit a warning through debug_report

    Signed-off-by: Danylo Piliaiev <danylo.piliaiev at globallogic.com>
    Reviewed-by: Jason Ekstrand <jason at jlekstrand.net>
    Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>


With that, I'm closing this bug because it's a bug about a GPU hang which seems
to have been fixed.

The performance problem is a different issue.  I'm working with the main DXVK
developer to solve the discard issue properly.  For the in-game performance, we
have some compiler changes in the pipeline which will hopefully help reduce
spilling.  It won't make that bump-map shader good because it's one of the
worst written and most wasteful shaders I've ever seen but it may make it
enough better to get the 5 FPS that windows is getting.  However, those changes
are a ways out yet.  If you want to open a new bug about this game's
performance, feel free to do so and we can track it there.

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