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[GPU LOCKUP] Deus Ex: Human Revolution DX11 tessellation #338
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https://gitlab.freedesktop.org/asahi/mesa/-/merge_requests/295 has fixes for indirect tess, worth trying to test. Would make sense to reference #72 |
@asahilina is this a kernel bug or a plain OOM? |
OOM, pretty sure that's the good old max layers max size render attempt and userspace didn't allocate enough kernel VM AS for it to work. If you bump that it might even work!
…On October 24, 2024 2:45:42 AM GMT+02:00, Alyssa Rosenzweig ***@***.***> wrote:
`HeapAllocator[File 2974 VM 1 GPU FW Private]::new: Failed to insert node of size 0x400000000 / align 0x8000: ENOSPC`
@asahilina is this a kernel bug or a plain OOM?
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Still borked with mesa tag
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@alyssarosenzweig Don't know if that's the problem at this point, but do we want to investigate if we can have a special path for vertex-only passes without a giant tile buffer? If Mesa can know this is vertex-only it's possible we can do something like just give the GPU unmapped memory for the TVB head pointers and TPC (the TPC size can be set to zero, it's only used by the firmware to know how much to clear) and then pass dummy parameters to the fragment stage so it doesn't try to read them. I can investigate if Metal can do this or try to experimentally figure it out myself, if it's important. |
Deus Ex: Human Revolution (Proton Experimental, DX11) causes kernel driver crashes when tessellation is enabled. Visually, the game world loads but over the course of a few seconds rendering begins to degrade. Initially, this is seen as magenta tiles, then incorrectly rendered geometry, then a blank screen and unresponsive system. The game runs basically perfectly with tessellation disabled, modulo Wine-related issues this title has had for over a decade.
asahi-diagnose-20241021-204402.txt
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