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<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#c36">Comment # 36</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:eero.t.tamminen@intel.com" title="Eero Tamminen <eero.t.tamminen@intel.com>"> <span class="fn">Eero Tamminen</span></a>
</span></b>
<pre>(In reply to _archuser_ from <a href="show_bug.cgi?id=93840#c34">comment #34</a>)
<span class="quote">> by disabling the shader prewarmer in
> ~/.local/share/feral-interactive/AlienIsolation/preferences
> (EnableShaderWarmer / EnableShaderWarmerPredraw = 0) the game starts and is
> playable (very fast load times, bad hickups as in game shaders are compiled
> on the fly?)
> The prewarmer seems to compile all shaders for the game in one go, maybe
> that is a reason for such a huge running shader program ?</span >
By using those options, the game starts very quickly on SKL too, and there are
no crashes during startup or short gameplay (just more stuttering during actual
gameplay due to on-demand shader compilation).
As it starts fine without dummy version of pthread_attr_setstacksize(), none
of those mega compute shaders is needed / used during startup or early
gameplay.
I wonder at which place in the game they're actually used...</pre>
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