From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 93301] ns2_linux32: radeon VM fault on Hawaii (+mmap errors) Date: Fri, 25 Aug 2017 08:36:19 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0783724209==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id A717E6E0E8 for ; Fri, 25 Aug 2017 08:36:19 +0000 (UTC) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============0783724209== Content-Type: multipart/alternative; boundary="15036501792.6638cA.9179"; charset="UTF-8" --15036501792.6638cA.9179 Date: Fri, 25 Aug 2017 08:36:19 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated https://bugs.freedesktop.org/show_bug.cgi?id=3D93301 --- Comment #29 from Kamil P=C3=A1ral --- Yes, I can confirm NS2 works well now. One thing to note is that when compi= ling the shaders, the memory usage of the game is much higher than when running = from the cache (even *after* the compilation has ended), I'm not sure whether it= 's a game problem or driver problem of not freeing all the memory. In that case, it's still possible to hit the 32b memory limit. But when running from cach= e, I've seen no memory issue and rendering is fine. --=20 You are receiving this mail because: You are the assignee for the bug.= --15036501792.6638cA.9179 Date: Fri, 25 Aug 2017 08:36:19 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated

Commen= t # 29 on bug 93301<= /a> from Kamil P=C3=A1ral
Yes, I can confirm NS2 works well now. One thing to note is th=
at when compiling
the shaders, the memory usage of the game is much higher than when running =
from
the cache (even *after* the compilation has ended), I'm not sure whether it=
's a
game problem or driver problem of not freeing all the memory. In that case,
it's still possible to hit the 32b memory limit. But when running from cach=
e,
I've seen no memory issue and rendering is fine.


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