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<body><span class="vcard"><a class="email" href="mailto:jason@jlekstrand.net" title="Jason Ekstrand <jason@jlekstrand.net>"> <span class="fn">Jason Ekstrand</span></a>
</span> changed
<a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - [skl DXVK] GPU hang with Megadimension Neptunia VIIR"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108531">bug 108531</a>
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<tr>
<th>What</th>
<th>Removed</th>
<th>Added</th>
</tr>
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<td style="text-align:right;">Resolution</td>
<td>---
</td>
<td>FIXED
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<td style="text-align:right;">Status</td>
<td>NEW
</td>
<td>RESOLVED
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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - [skl DXVK] GPU hang with Megadimension Neptunia VIIR"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108531#c18">Comment # 18</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED FIXED - [skl DXVK] GPU hang with Megadimension Neptunia VIIR"
href="https://bugs.freedesktop.org/show_bug.cgi?id=108531">bug 108531</a>
from <span class="vcard"><a class="email" href="mailto:jason@jlekstrand.net" title="Jason Ekstrand <jason@jlekstrand.net>"> <span class="fn">Jason Ekstrand</span></a>
</span></b>
<pre>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 <<a href="mailto:danylo.piliaiev@gmail.com">danylo.piliaiev@gmail.com</a>>
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 <<a href="mailto:danylo.piliaiev@globallogic.com">danylo.piliaiev@globallogic.com</a>>
Reviewed-by: Jason Ekstrand <<a href="mailto:jason@jlekstrand.net">jason@jlekstrand.net</a>>
Reviewed-by: Kenneth Graunke <<a href="mailto:kenneth@whitecape.org">kenneth@whitecape.org</a>>
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.</pre>
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