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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97879#c56">Comment # 56</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [amdgpu] Rocket League: long hangs (several seconds) when loading assets (models/textures/shaders?)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97879">bug 97879</a>
from <span class="vcard"><a class="email" href="mailto:notasas@gmail.com" title="Grazvydas Ignotas <notasas@gmail.com>"> <span class="fn">Grazvydas Ignotas</span></a>
</span></b>
<pre>Is the async I/O thread doing a lot of memory allocations?
If so, perhaps the malloc implementation is slowed down by having large amount
of small allocs/frees from shader compiles and/or fragmentation of it's free
space. I wonder if it's possible to put mesa on a separate allocator without
affecting the rest of the app.
If the game is 32bit, it could also be that the address space is almost fully
mapped and mmap is struggling to find holes to fit the new allocations in.
Just some random guesses there.</pre>
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