What | Removed | Added |
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Attachment #94690 is obsolete | 1 |
Comment # 8
on bug 75005
from Christoph Haag
Created attachment 97307 [details] dmesg with patched llvm Sorry, I wasn't very active recently. I'm not sure what you're asking for. In comment #4 there is a whole dmesg, but I can add another one... I am using linux 3.14 by now and recent mesa git, but with your branch of llvm. I can maybe add a few details to the behavior: When starting upvoid it displays a menu over a view of the game world. The gpu faults start appearing in dmesg right when it starts displaying this. It doesn't directly lockup and keeps rendering relatively well. When starting the game I can walk and look around a bit and I noticed: When looking at the ground the messages stop, but when looking in the distance, the messages are again created, so I would think it's directly related to the complexity of the stuff it is rendering. After a while the game window stops reacting. At this point the game will take up 100% "red" cpu time in htop and shortly after that the whole machine will hard lockup. I can't say if the lockup is because of excessive error logging or not. dmesg --follow | pv > /dev/null says it's about 35 kilobyte/second. The dmesg here is from starting the game, waiting a few seconds and then killing it. When killing it early enough it doesn't seem to cause any problems, seems to recover nicely.
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