[Bug 25483] Neverwinter nights lacks ram when using the radeon driver

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Dec 11 03:21:06 PST 2009


http://bugs.freedesktop.org/show_bug.cgi?id=25483





--- Comment #6 from Jesús Guerrero <i92guboj at terra.es>  2009-12-11 03:21:06 PST ---
Hello again,

I have managed to reproduce this consistently finally. It seems to happen only
when certain kind of object appear in the screen. Maybe it's an issue with mesa
and not the driver, you can surely know that better than I do.

The details: I created a minimal .xinitrc that launches nwn, htop and tail -f
to see the valgrind output. I fire up X with something like  "valgrind -v
--leak-check=full startx > nwn_.val 2>&1". The game loads and I can see both
the ram usage and the valgrind output. 

At first, the memory leaks seemed random, and my valgrinding skills are limited
but finally I managed to find that when the ram leaks is exactly at the same
moment that this message starts appearing:

Another scalar operation has already used GPR read port for given channel
Error assembling ALU instruction
Failed to translate vertex shader.

This message keeps repeating itself, and each time the message is spit out the
ram usage grows by several mb's (sometimes in chuncks of around 20mb, sometimes
it's less than that). Almost 2 thousand of them in the resulting log file:

  $ grep assembling nwn_.val | wc -l
  1818

So around 1818 copies of the message in around 4-5minutes running nwn.

Depending where the camera is looking at the leak can stop completely, so the
problem is probably a concrete object in the game which is not being rendered
ok. Whether it's a problem with the driver, mesa, the game or whatever else, I
can't say. But all I know is that fglrx doesn't seem to exhibit this problem if
that helps at all.

If there's any more concrete info I can provide and you can spare the time to
explain me how to do it I will do my best. 

Bellow I'll attach the valgrind output, compressed cause it's big.


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