https://bugs.freedesktop.org/show_bug.cgi?id=111481 --- Comment #224 from Marko Popovic --- (In reply to lptech1024 from comment #223) > Followup to #216: > > Fedora 31: Kernel 5.3.9, GNOME 3.34, Mesa 19.2.2, linux-firmware 20190923, > LLVM 9.0.0 > > The hang is 100% reproducible. > > It occurs running the Linux-native (Vulkan) version of Shadow of the Tomb > Raider (SotTR). I have never run SotTR under Proton/Wine, so that isn't a > confounding variable. > > The (unskippable) cutscene is for the Amazon River in Peru and occurs > anywhere between 15 seconds before the pilot is struck and the pilot is > struck. Even when the video hangs, you can usually hear fragments (sound > effects) of the game for a few seconds afterwords. > > I ran SotTR with vktrace and activated the Gnome (Wayland) overview to see > if there I could catch any relevant terminal output (none that I saw). The > game still had focus, so it continued playing. After the hang (when I > rebooted), there wasn't a vktrace file. I would assume this would be either > it didn't write it out due to the hang or it didn't have content to write. > > However, with it running visible in the overview (and a manual kernel > update), I got both ring gfx and sdma errors: > > Nov 07 [SNIP]:24 [SNIP] kernel: [drm] GPU recovery disabled. > Nov 07 [SNIP]:24 [SNIP] kernel: [drm] GPU recovery disabled. > Nov 07 [SNIP]:24 [SNIP] kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* > Process information: process pid 0 thread pid 0 > Nov 07 [SNIP]:24 [SNIP] kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* > Process information: process gnome-shell pid 1722 thread gnome-shel:cs0 pid > 1768 > Nov 07 [SNIP]:24 [SNIP] kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* > ring sdma1 timeout, signaled seq=1049, emitted seq=1053 > Nov 07 [SNIP]:24 [SNIP] kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* > ring sdma0 timeout, signaled seq=30017, emitted seq=30020 > Nov 07 [SNIP]:19 [SNIP] kernel: [drm] GPU recovery disabled. > Nov 07 [SNIP]:19 [SNIP] kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* > Process information: process ShadowOfTheTomb pid 3890 thread WebViewRenderer > pid 4981 > Nov 07 [SNIP]:19 [SNIP] kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* > ring gfx_0.0.0 timeout, signaled seq=75610, emitted seq=75612 > Nov 07 [SNIP]:19 [SNIP] kernel: [drm:amdgpu_dm_atomic_commit_tail [amdgpu]] > *ERROR* Waiting for fences timed out or interrupted! > > As a workaround to proceed in the game, I downloaded the AMDVLD 2019.Q4.2 > .deb, extracted the contents, modified the JSON file (to point to the local > amdvlk64.so), and ran SotTR with the VK_ICD_FILENAMES variable set to the > AMDVLK JSON file. > > The AMDVLK graphics were terrible (significant percentage of random pixels > turning random colors, bad rendering of elements, etc), but I did not > experience any hangs during the cutscene. After reaching a known save point, > I switched back to mesa/RADV-llvm and haven't experienced a hang since > (haven't progressed that much further yet, but that's the only hang so far - > about 13% of the game has been completed). > > This would seem to point to a bug at least partially due to mesa/RADV-llvm. radv related hangs got fixed in Mesa 20 git series, this thread is more concerned with SDMA kernel-driver hangs. -- You are receiving this mail because: You are the assignee for the bug.