[Nouveau] [Bug 99799] Civilization VI makes nouveau crash on register allocation

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Sun Dec 17 14:06:29 UTC 2017


https://bugs.freedesktop.org/show_bug.cgi?id=99799

--- Comment #7 from Karol Herbst <karolherbst at gmail.com> ---
(In reply to Rhys Kidd from comment #6)
> As an update, the latest Civ6 (v1.0.0.167) doesn't experience a crash in
> game with either of the two following graphics stack combinations on GP107M
> for me:
> 
> Mesa 17.2.2 / libdrm 2.4.83 / Kernel 4.15-rc1
> Mesa 17.4.0-devel (git-546633dce2) / libdrm 2.4.83 / Kernel 4.15-rc1
> 
> I ran both the benchmark mode and also the 'Play Now' option.
> 
> Note: Visual corruptions remain - a number of blocks of blue colour and
> incorrectly clipped visual elements.

well on Pascal we have 255 registers, on Kepler1 just 63.


(In reply to Gediminas Jakutis from comment #4)
> It now consistently segfaults in another point instead.
> Backtrace and whatnot: https://seriouss.am/etc/civ-gdb-2017-02-16
> 
> I should note that NV50_PROG_OPTIMIZE=0 prevents a segfault, same as without
> the patch.

yeah, I know what the problem here is. With higher optimization levels we get
wide values being a block of more than just one register. Currently we can't
spill those values. I tried to fix it, but also kind of failed...

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