From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Tue, 20 Sep 2016 23:28:30 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D97879
Kenneth Graunke changed:
What |Removed |Added
----------------------------------------------------------------------------
QA Contact|mesa-dev@lists.freedesktop. |dri-devel@lists.freedesktop
|org |.org
Component|Other |Drivers/Gallium/radeonsi
Assignee|mesa-dev@lists.freedesktop. |dri-devel@lists.freedesktop
|org |.org
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Kenneth Graunke
changed
bug 97879<=
/a>
What |
Removed |
Added |
QA Contact |
mesa-dev@lists.freedesktop.org
|
dri-devel@lists.freedesktop.org
|
Component |
Other
|
Drivers/Gallium/radeonsi
|
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mesa-dev@lists.freedesktop.org
|
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 02:05:07 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=3D97879
Michel D=C3=A4nzer changed:
What |Removed |Added
----------------------------------------------------------------------------
Component|Drivers/Gallium/radeonsi |glsl-compiler
Assignee|dri-devel@lists.freedesktop |mesa-dev@lists.freedesktop.
|.org |org
QA Contact|dri-devel@lists.freedesktop |intel-3d-bugs@lists.freedes
|.org |ktop.org
CC| |dri-devel@lists.freedesktop
| |.org
--- Comment #1 from Michel D=C3=A4nzer ---
Looks like most of the cycles at the start of the apitrace are spent in the
GLSL compiler frontend, in particular in do_common_optimization.
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=
Michel D=C3=A4nzer
changed
bug 97879<=
/a>
What |
Removed |
Added |
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|
glsl-compiler
|
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dri-devel@lists.freedesktop.org
|
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|
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|
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|
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 08:05:53 +0000
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--- Comment #2 from Silvan Jegen ---
(In reply to Michel D=C3=A4nzer from comment #1)
> Looks like most of the cycles at the start of the apitrace are spent in t=
he
> GLSL compiler frontend, in particular in do_common_optimization.
Just to clarify: the trace also includes loading of the game itself (which
takes a long time too) as well as in-game menu navigation. Loading the in-g=
ame
menus (especially the options) takes a long time too so it *could* be relat=
ed.
I quit the game after about 1 minute of play time so the last one to two
minutes of the trace should be the actual game.
Thanks for looking into it!
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Comment=
# 2
on bug 97879<=
/a>
from Silvan Jegen
(In reply to Michel D=C3=A4nzer from comment #1)
> Looks like most of the cycles at the start of th=
e apitrace are spent in the
> GLSL compiler frontend, in particular in do_common_optimization.
Just to clarify: the trace also includes loading of the game itself (which
takes a long time too) as well as in-game menu navigation. Loading the in-g=
ame
menus (especially the options) takes a long time too so it *could* be relat=
ed.
I quit the game after about 1 minute of play time so the last one to two
minutes of the trace should be the actual game.
Thanks for looking into it!
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 14:59:41 +0000
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--- Comment #3 from Michel D=C3=A4nzer ---
(In reply to Silvan Jegen from comment #2)
> Just to clarify: the trace also includes loading of the game itself (which
> takes a long time too) as well as in-game menu navigation.
Right, replaying the trace crashes for me after the shader compilations on
startup, so my CPU profile only covered that. Maybe you can try getting a C=
PU
profile of one of the other stalls.
Otherwise, maybe try setting the environment variable
GALLIUM_HUD=3D.dfps,requested-VRAM+VRAM-usage,requested-GTT+GTT-usage,cpu+t=
emperature+GPU-load,.dnum-bytes-moved,.dbuffer-wait-time,.dnum-compilations=
+num-shaders-created
for either running the game itself or replaying the trace, and taking a
screenshot within one minute after one of the other stalls. That should all=
ow
at least confirming or ruling out that the other stalls are due to shader
compilation as well.
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Comment=
# 3
on bug 97879<=
/a>
from Michel D=C3=A4nzer
(In reply to Silvan Jegen from comment #2)
> Just to clarify: the trace also includes loading=
of the game itself (which
> takes a long time too) as well as in-game menu navigation.
Right, replaying the trace crashes for me after the shader compilations on
startup, so my CPU profile only covered that. Maybe you can try getting a C=
PU
profile of one of the other stalls.
Otherwise, maybe try setting the environment variable
GALLIUM_HUD=3D.dfps,requested-VRAM+VRAM-usage,requested-GTT+GTT-usage,cpu+t=
emperature+GPU-load,.dnum-bytes-moved,.dbuffer-wait-time,.dnum-compilations=
+num-shaders-created
for either running the game itself or replaying the trace, and taking a
screenshot within one minute after one of the other stalls. That should all=
ow
at least confirming or ruling out that the other stalls are due to shader
compilation as well.
You are receiving this mail because:
- You are on the CC list for the bug.
=
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 18:04:03 +0000
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--- Comment #4 from Andreas Hartmetz ---
I have the same problem. Assuming the problem was shader compilation, what
could be done about it, though? Optimizing shader compilation by a factor o=
f 10
seems unrealistic, a disk cache for shaders has been rejected (right?) and
would not always help, e.g. when somebody with a car that uses a new asset
joins.
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# 4
on bug 97879<=
/a>
from Andreas Hartmetz
I have the same problem. Assuming the problem was shader compi=
lation, what
could be done about it, though? Optimizing shader compilation by a factor o=
f 10
seems unrealistic, a disk cache for shaders has been rejected (right?) and
would not always help, e.g. when somebody with a car that uses a new asset
joins.
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 19:01:19 +0000
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--- Comment #5 from Tobias Droste ---
Created attachment 126715
--> https://bugs.freedesktop.org/attachment.cgi?id=3D126715&action=3Dedit
Screenshot with GALLIUM_HUD of the first 10s of the game (bad)
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 19:02:16 +0000
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--- Comment #6 from Tobias Droste ---
Created attachment 126716
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Screenshot with GALLIUM_HUD of the first 1min30s of the game (good)
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 19:02:46 +0000
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--- Comment #7 from Tobias Droste ---
Created attachment 126717
--> https://bugs.freedesktop.org/attachment.cgi?id=3D126717&action=3Dedit
Screenshot with GALLIUM_HUD of the first 2min30s of the game (good)
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 19:07:06 +0000
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--- Comment #8 from Tobias Droste ---
On the first screenshot you can clearly see the FPS going down to 0 multiple
times.=20
Though looking at the graph only the first 2 drops could be explained by sh=
ader
compiles if I interpret this correctly. I can't tell what's happening after
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Comment=
# 8
on bug 97879<=
/a>
from Tobias Droste
On the first screenshot you can clearly see the FPS going down=
to 0 multiple
times.=20
Though looking at the graph only the first 2 drops could be explained by sh=
ader
compiles if I interpret this correctly. I can't tell what's happening after
that.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Wed, 21 Sep 2016 19:15:24 +0000
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--- Comment #9 from Tobias Droste ---
Ah should have mentioned it:
This is with radeon+radeonsi (no amdpgu) so it's probably not the kernel.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Thu, 22 Sep 2016 12:27:21 +0000
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--- Comment #10 from Silvan Jegen ---
(In reply to Michel D=C3=A4nzer from comment #3)
> (In reply to Silvan Jegen from comment #2)
> > Just to clarify: the trace also includes loading of the game itself (wh=
ich
> > takes a long time too) as well as in-game menu navigation.
>=20
> Right, replaying the trace crashes for me after the shader compilations on
> startup, so my CPU profile only covered that. Maybe you can try getting a
> CPU profile of one of the other stalls.
I tried to replay the trace and it crashed on my machine as well...
> Otherwise, maybe try setting the environment variable
> GALLIUM_HUD=3D.dfps,requested-VRAM+VRAM-usage,requested-GTT+GTT-usage,
> cpu+temperature+GPU-load,.dnum-bytes-moved,.dbuffer-wait-time,.dnum-
> compilations+num-shaders-created for either running the game itself or
> replaying the trace, and taking a screenshot within one minute after one =
of
> the other stalls. That should allow at least confirming or ruling out that
> the other stalls are due to shader compilation as well.
Do you still need such a screenshot now that other people in the thread have
posted a few? If so, I will upload one early next week (I will be away over=
the
weekend).
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Commen=
t # 10
on bug 97879<=
/a>
from Silvan Jegen
(In reply to Michel D=C3=A4nzer from comment #3)
> (In reply to Silvan Jegen from comment #2)
> > Just to clarify: the trace also includes loading of the game itse=
lf (which
> > takes a long time too) as well as in-game menu navigation.
>=20
> Right, replaying the trace crashes for me after the shader compilation=
s on
> startup, so my CPU profile only covered that. Maybe you can try gettin=
g a
> CPU profile of one of the other stalls.
I tried to replay the trace and it crashed on my machine as well...
> Otherwise, maybe try setting the environment var=
iable
> GALLIUM_HUD=3D.dfps,requested-VRAM+VRAM-usage,requested-GTT+GTT-usage,
> cpu+temperature+GPU-load,.dnum-bytes-moved,.dbuffer-wait-time,.dnum-
> compilations+num-shaders-created for either running the game itself or
> replaying the trace, and taking a screenshot within one minute after o=
ne of
> the other stalls. That should allow at least confirming or ruling out =
that
> the other stalls are due to shader compilation as well.
Do you still need such a screenshot now that other people in the thread have
posted a few? If so, I will upload one early next week (I will be away over=
the
weekend).
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Thu, 22 Sep 2016 17:47:17 +0000
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--- Comment #11 from Gregor M=C3=BCnch ---
Experiencing same problem with Radeon HD 7970 Mesa Git radeonsi, LLVM Git,
Linux 4.8 rc6.
The Hangs are always there when:
-start of the match 5-7sec
-multiple times within the 1st minute of the game, up to 10sec per stall
-upon the first explosion
-upon a new player, with a new car spawns
-opening option menu
-end of the game, where the results are displayed
Especially in the begin, you see a lot of blurrish textures. Ground texture=
s,
decals of the car, blurry "psyonix" advertisements.
The grass looks like in a cell shading game, (wrong shader applied?)
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Commen=
t # 11
on bug 97879<=
/a>
from Gregor M=C3=BCnch
Experiencing same problem with Radeon HD 7970 Mesa Git radeons=
i, LLVM Git,
Linux 4.8 rc6.
The Hangs are always there when:
-start of the match 5-7sec
-multiple times within the 1st minute of the game, up to 10sec per stall
-upon the first explosion
-upon a new player, with a new car spawns
-opening option menu
-end of the game, where the results are displayed
Especially in the begin, you see a lot of blurrish textures. Ground texture=
s,
decals of the car, blurry "psyonix" advertisements.
The grass looks like in a cell shading game, (wrong shader applied?)
You are receiving this mail because:
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Fri, 23 Sep 2016 01:15:25 +0000
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--- Comment #12 from Michel D=C3=A4nzer ---
(In reply to Andreas Hartmetz from comment #4)
> Assuming the problem was shader compilation, what could be done about it,
> though? Optimizing shader compilation by a factor of 10 seems unrealistic,
Not necessarily. Let's worry about that once the code taking so much time is
identified and analyzed. For that purpose, what's needed next is CPU profil=
es
of the stalls.
> a disk cache for shaders has been rejected (right?)
No, it hasn't.
> and would not always help, e.g. when somebody with a car that uses a new
> asset joins.
Right, there's only so much the driver stack can do when the game (engine)
keeps compiling shaders.
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Commen=
t # 12
on bug 97879<=
/a>
from Michel D=C3=A4nzer
(In reply to Andreas Hartmetz from comment #4)
> Assuming the problem was shader compilation, wha=
t could be done about it,
> though? Optimizing shader compilation by a factor of 10 seems unrealis=
tic,
Not necessarily. Let's worry about that once the code taking so much time is
identified and analyzed. For that purpose, what's needed next is CPU profil=
es
of the stalls.
> a disk cache for shaders has been rejected (righ=
t?)
No, it hasn't.
> and would not always help, e.g. when somebody wi=
th a car that uses a new
> asset joins.
Right, there's only so much the driver stack can do when the game (engine)
keeps compiling shaders.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Sat, 24 Sep 2016 15:19:29 +0000
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--- Comment #13 from hofmann.zachary@gmail.com ---
I can also confirm this problem with Radeon R7 250 (radeonsi), Mesa 12.0.2,
LLVM 3.8.1 and kernel version 4.6.0.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Sat, 24 Sep 2016 23:58:21 +0000
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--- Comment #14 from Tobias Droste ---
Created attachment 126770
--> https://bugs.freedesktop.org/attachment.cgi?id=3D126770&action=3Dedit
Profile of the the first few seconds of a game (all components)
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Sat, 24 Sep 2016 23:58:39 +0000
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--- Comment #15 from Tobias Droste ---
Created attachment 126771
--> https://bugs.freedesktop.org/attachment.cgi?id=3D126771&action=3Dedit
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--===============1568148040==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Sun, 25 Sep 2016 00:00:42 +0000
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--- Comment #16 from Tobias Droste ---
I tried to do some profiling but with callgrind it's impossible because aft=
er
half an hour I'm not even in the game creation menu.
I tried zoom as an alternative (never used it before) and the attached
screenshots are the result. I'm not 100% sure I used it how I should use it,
but maybe someone can see something there.
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Commen=
t # 16
on bug 97879<=
/a>
from Tobias Droste
I tried to do some profiling but with callgrind it's impossibl=
e because after
half an hour I'm not even in the game creation menu.
I tried zoom as an alternative (never used it before) and the attached
screenshots are the result. I'm not 100% sure I used it how I should use it,
but maybe someone can see something there.
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--===============1329333380==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Sun, 25 Sep 2016 00:09:57 +0000
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--- Comment #17 from Tobias Droste ---
Created attachment 126772
--> https://bugs.freedesktop.org/attachment.cgi?id=3D126772&action=3Dedit
Profile of a few seconds in the middle of the game (all components)
--=20
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--===============1278037614==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Sun, 25 Sep 2016 00:10:26 +0000
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--- Comment #18 from Tobias Droste ---
Created attachment 126773
--> https://bugs.freedesktop.org/attachment.cgi?id=3D126773&action=3Dedit
Profile of a few seconds in the middle of the game (only radeonsi)
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--===============1711359465==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Sun, 25 Sep 2016 00:11:25 +0000
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--- Comment #19 from Tobias Droste ---
And I added screenshots of the profile for a few seconds where the game is
running fine.=20
I figured that it might be interesting where the difference between good and
bad is.
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--===============1425310399==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Mon, 26 Sep 2016 11:12:41 +0000
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--- Comment #20 from Eero Tamminen ---
Apitrace's own CPU overhead is so high that it's not very good for identify=
ing
CPU bottlenecks.
Best would be to do (e.g. from SSH console):
# perf record -a
^C
During the game freeze.
And provide profile report here:
# perf report
(+ install debug symbols for anything that misses symbols in the report.)
--=20
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--14748883613.fb5D.16710
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Commen=
t # 20
on bug 97879<=
/a>
from Eero Tamminen
Apitrace's own CPU overhead is so high that it's not very good=
for identifying
CPU bottlenecks.
Best would be to do (e.g. from SSH console):
# perf record -a
^C
During the game freeze.
And provide profile report here:
# perf report
(+ install debug symbols for anything that misses symbols in the report.)=
pre>
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--===============0228264906==--
From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Mon, 26 Sep 2016 18:07:54 +0000
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--- Comment #21 from Silvan Jegen ---
(In reply to Eero Tamminen from comment #20)
> Best would be to do (e.g. from SSH console):
> # perf record -a
> ^C
>=20
> During the game freeze.
I have a dual screen setup and ran 'perf record -a' on a terminal on the sc=
reen
that the game was not running on. I captured events for a short amount of t=
ime
during which the game was mostly stalling/freezing.
> And provide profile report here:
> # perf report
>=20
> (+ install debug symbols for anything that misses symbols in the report.)
I uploaded the perf report.
Most of the CPU time seems to be spent in RocketLeague itself for which the=
re
are no symbols available.
--=20
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--14749132731.b9c4.9395
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Commen=
t # 21
on bug 97879<=
/a>
from Silvan Jegen
(In reply to Eero Tamminen from comment #20)
> Best would be to do (e.g. from SSH console):
> # perf record -a
> ^C
>=20
> During the game freeze.
I have a dual screen setup and ran 'perf record -a' on a terminal on the sc=
reen
that the game was not running on. I captured events for a short amount of t=
ime
during which the game was mostly stalling/freezing.
> And provide profile report here:
> # perf report
>=20
> (+ install debug symbols for anything that misses symbols in the repor=
t.)
I uploaded the perf report.
Most of the CPU time seems to be spent in RocketLeague itself for which the=
re
are no symbols available.
You are receiving this mail because:
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=
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Mon, 26 Sep 2016 18:09:32 +0000
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--- Comment #22 from Silvan Jegen ---
Created attachment 126796
--> https://bugs.freedesktop.org/attachment.cgi?id=3D126796&action=3Dedit
perf report of RocketLeague stalling/freezing
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Tue, 27 Sep 2016 08:49:49 +0000
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--- Comment #23 from Michel D=C3=A4nzer ---
Please pass --call-graph to perf record (you may need to play with the
different methods supported by that to find the one which works best for yo=
u,
see perf record --help) and perf report.
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From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 97879] [amdgpu] Rocket League: long hangs (several seconds)
when loading assets (models/textures/shaders?)
Date: Tue, 27 Sep 2016 09:11:13 +0000
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--14749674731.CfD5a.1052
Date: Tue, 27 Sep 2016 09:11:13 +0000
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--- Comment #24 from Silvan Jegen ---
(In reply to Michel D=C3=A4nzer from comment #23)
> Please pass --call-graph to perf record (you may need to play with the
> different methods supported by that to find the one which works best for
> you, see perf record --help) and perf report.
Looks like my perf is linked to libunwind so according to 'perf help record=
' I
should be able to run 'perf record --call-graph dwarf -a' during the stall =
and
generate a CPU profile report including the call graphs. I will do so later
today.
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