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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [cfl] GPU hang when running UE4Editor"
href="https://bugs.freedesktop.org/show_bug.cgi?id=110228#c30">Comment # 30</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [cfl] GPU hang when running UE4Editor"
href="https://bugs.freedesktop.org/show_bug.cgi?id=110228">bug 110228</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>Put a bit more time into it. Here's what I have so far:
1. Inserting a barrier() does nothing
2. Setting MOCS = 0 on the buffer used for the atomic makes than hang go away.
3. If I hack up the driver to use an untyped atomic instead of a typed atomic,
no change. It still hangs so typed vs. untyped doesn't seem to matter.
4. If I hack the driver up to use SUFTYPE_1D instead of SURFTYPE_BUFFER for
the uniform texel buffer, the hang goes away.
5. If I use SURFTYPE_1D for the VkBufferView with the atomic and
SURFTYPE_BUFFER for the uniform texel buffer, it hangs.
It's very much starting to look like it's just a weird interaction between
atomics, the L3$, and the sampler with SURFTYPE_BUFFER. Unfortunately, that
means our options for mitigating it are somewhat limited. We can't just use
SURFTYPE_1D for all buffer textures because that has a limited width of 16K and
I really don't want to start disabling L3 caching on all atomics.</pre>
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