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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Civilization VI makes nouveau crash on register allocation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99799#c7">Comment # 7</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Civilization VI makes nouveau crash on register allocation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99799">bug 99799</a>
from <span class="vcard"><a class="email" href="mailto:karolherbst@gmail.com" title="Karol Herbst <karolherbst@gmail.com>"> <span class="fn">Karol Herbst</span></a>
</span></b>
<pre>(In reply to Rhys Kidd from <a href="show_bug.cgi?id=99799#c6">comment #6</a>)
<span class="quote">> 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.</span >
well on Pascal we have 255 registers, on Kepler1 just 63.
(In reply to Gediminas Jakutis from <a href="show_bug.cgi?id=99799#c4">comment #4</a>)
<span class="quote">> It now consistently segfaults in another point instead.
> Backtrace and whatnot: <a href="https://seriouss.am/etc/civ-gdb-2017-02-16">https://seriouss.am/etc/civ-gdb-2017-02-16</a>
>
> I should note that NV50_PROG_OPTIMIZE=0 prevents a segfault, same as without
> the patch.</span >
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...</pre>
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