Comment # 65
on bug 80419
from David Beswick
Hello everyone, Just to keep you up to date, I switched tack and have been using the "GALLIUM_DDEBUG" environment variable to try and capture data about the crash. I found out about this option via a Google search. As I understand it, it creates fences around each GPU operation to detect when and if they complete, dumping the contents of the draw call if it doesn't finish in a timely way. Unfortunately, I haven't been able to reproduce the crash with this variable enabled, despite playing for more than 5 hours (not consecutively.) The GALLIUM_DDEBUG mode is certainly working as performance is quite severely impacted. Maybe the way GALLIUM_DDEBUG is implemented unfortunately also prevents the issue from happening. All I can say so far is that I suspect the problem is related to vertex buffer drawing. On one occasion I disabled the fences around vertex buffer drawing while enabling GALLIUM_DDEBUG (to try and get some more performance) and I did experience a hard lock as usual. I will continue running in this mode to see if it turns up a result. If anyone else would like to try, you can modify the "~/.steam/steamapps/common/XCom-Enemy-Unknown/binaries/linux/xcom.sh" file. On a line before the call to "${GAMEBINARY}", write "export GALLIUM_DDEBUG=800". You can probably also set this environment variable before running Steam. Thank you Paulo for your suggestion, I will try that if I have time to see if it affects the frequency of the crashes. The commit I tested with was 55365a7ad50c2e4547f58995a8e3411d8f2b00a2
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