[Mesa-dev] Status of radeonsi NIR
Benedikt Schemmer
ben at besd.de
Wed Apr 4 14:03:41 UTC 2018
RX460 4GB
Am 04.04.2018 um 15:59 schrieb Timothy Arceri:
> 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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