[Mesa-dev] Status of radeonsi NIR

Timothy Arceri tarceri at itsqueeze.com
Wed Apr 4 13:59:38 UTC 2018


On 04/04/18 22:53, Benedikt Schemmer wrote:
> Hi Timothy,
> 
> another game that is behaving strangly is Metro 2033 Redux, also crashes
> earlier with apitrace attached. This time TGSI and NIR crash at about
> the same time (press any key to continue screen)
> Without apitrace TGSI works fine, NIR crashes like above.

Strange. This game works fine for me on NIR, what card did you say you 
were testing on?

> 
> ==> metronir <==
> 2059446 glDisableVertexAttribArray(index = 8)
> 2059447 glDisableVertexAttribArray(index = 9)
> 2059448 glDisableVertexAttribArray(index = 10)
> 2059449 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
> 2059450 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
> blob(352), usage = GL_DYNAMIC_DRAW)
> 2059451 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 720, type
> = GL_UNSIGNED_SHORT, indices = 0x176a6, basevertex = 15823)
> 2059452 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
> 2059453 glBufferData(target = GL_UNIFORM_BUFFER, size = 352, data =
> blob(352), usage = GL_DYNAMIC_DRAW)
> 2059454 glDrawElementsBaseVertex(mode = GL_TRIANGLES, count = 711, type
> = GL_UNSIGNED_SHORT, indices = 0x17c46, basevertex = 16303)
> 2059455 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
> 
> ==> metrotgsi <==
> 1744537 glEnableVertexAttribArray(index = 4)
> 1744538 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
> stride = 32, pointer = 0x18)
> 1744539 glVertexAttribDivisor(index = 4, divisor = 0)
> 1744540 glDisableVertexAttribArray(index = 5)
> 1744541 glDisableVertexAttribArray(index = 6)
> 1744542 glDisableVertexAttribArray(index = 7)
> 1744543 glDisableVertexAttribArray(index = 8)
> 1744544 glDisableVertexAttribArray(index = 9)
> 1744545 glDisableVertexAttribArray(index = 10)
> 1744546 glBindBufferBase(target = GL_UNIFORM_BUFFER, index = 1, buffer = 3)
> 
> ==> metrotgsi2 <==
> 2141178 glVertexAttribDivisor(index = 1, divisor = 0)
> 2141179 glEnableVertexAttribArray(index = 2)
> 2141180 glVertexAttribPointer(index = 2, size = 4, type =
> GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x10)
> 2141181 glVertexAttribDivisor(index = 2, divisor = 0)
> 2141182 glEnableVertexAttribArray(index = 3)
> 2141183 glVertexAttribPointer(index = 3, size = 4, type =
> GL_UNSIGNED_BYTE, normalized = GL_TRUE, stride = 32, pointer = 0x14)
> 2141184 glVertexAttribDivisor(index = 3, divisor = 0)
> 2141185 glEnableVertexAttribArray(index = 4)
> 2141186 glVertexAttribIPointer(index = 4, size = 4, type = GL_SHORT,
> stride = 32, pointer = 0x18)
> 2141187 glVertexAttribDivisor(index = 4, divisor = 0) // incomplete
> 
> 
> Am 04.04.2018 um 14:06 schrieb Timothy Arceri:
>> On 04/04/18 21:51, Benedikt Schemmer wrote:
>>> Hi Timothy,
>>>
>>> thanks for looking into this.
>>>
>>> Dead Island still crashes for me with NIR.
>>
>> Just to make sure, are you building a 32bit version of Mesa? If not you
>> might be running your system Mesa. If you are definitely building Mesa
>> 32bit then I'll take a closer look tomorrow.


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