<html>
<head>
<base href="https://bugs.freedesktop.org/">
</head>
<body>
<p>
<div>
<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [i965] Compiler backend uses too much stack with Alien: Isolation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93840#c29">Comment # 29</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [i965] Compiler backend uses too much stack with Alien: Isolation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93840">bug 93840</a>
from <span class="vcard"><a class="email" href="mailto:d.spitznagel@goodbytez.de" title="Darius Spitznagel <d.spitznagel@goodbytez.de>"> <span class="fn">Darius Spitznagel</span></a>
</span></b>
<pre><span class="quote">> Are you forcing GL 4.3 / compute on, like earlier? [1]
>
> If not, which Mesa version do you use? Haswell officially provides GL 4.2
> in Mesa 17.0.0 (required FP64 came on Jan 12th), which was released 2 days
> ago. Only with latest Mesa git version Haswell officially supports GL 4.5
> (Jan 16th commit). Compute shaders come in GL 4.3.
>
> [1] Game will start, but doesn't render correctly if compute shader support
> is missing:
> <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - [radeonsi] Alien: Isolation feature request"
href="show_bug.cgi?id=93144#c31">https://bugs.freedesktop.org/show_bug.cgi?id=93144#c31</a></span >
I use Mesa 17.0.0 with no override.
Mesa 17.0.0 exposes OpenGL 4.5 for Haswell. The release notes at
<a href="http://mesa3d.org">http://mesa3d.org</a> are totally WRONG!!!
Look here...
<a href="https://cgit.freedesktop.org/mesa/mesa/commit/?id=d2590eb65ff28a9cbd592353d15d7e6cbd2c6fc6">https://cgit.freedesktop.org/mesa/mesa/commit/?id=d2590eb65ff28a9cbd592353d15d7e6cbd2c6fc6</a>
Clone branch mesa-17.0.0 and search for "Haswell" and you will see it.
IMPORTANT: You also need a newer kernel otherwise CS will not be exposed due to
missing "pipelined register writes" support (see intel_extensions.c)
Kernel 4.8 should be fine.
So I use no magic but Matts patch and some others for Divinity: OS.
<span class="quote">> Also, which exact CPU model do you have?</span >
Intel(R) Core(TM) i7-4770R CPU @ 3.20GHz
<span class="quote">> Game needs to know when the parallel shader compilation has finished.
> That's an extension on top of GL 4.5:
> <a href="https://www.khronos.org/registry/OpenGL/extensions/ARB/">https://www.khronos.org/registry/OpenGL/extensions/ARB/</a>
> ARB_parallel_shader_compile.txt
>
> Game needs to specifically have support for that.</span >
AHA, very interesting! Thanks for this info.
<span class="quote">> That uses gallium / LLVM backend. Maybe it uses less stack, or used at that
> point, and would now also run out of stack.</span >
I know.
<span class="quote">> 300-400 KB of stack is ridiculously low amount of stack if there's something
> that actually uses it. Game cannot assume that driver will use less than
> that (game itself will use some of that stack too).</span >
A good point to look what others do.</pre>
</div>
</p>
<hr>
<span>You are receiving this mail because:</span>
<ul>
<li>You are the QA Contact for the bug.</li>
</ul>
</body>
</html>