| :orphan: | |
| .. _radv-debug-hang: | |
| Debugging GPU hangs with RADV | |
| ============================= | |
| UMR (optional) | |
| -------------- | |
| UMR is needed for dumping a lot of useful information. Clone, build and install | |
| `UMR <https://gitlab.freedesktop.org/tomstdenis/umr>`__. Do not forget to run | |
| ``chmod +s $(which umr)`` so RADV can actually access UMR. | |
| UMR needs to access some kernel debug interfaces: | |
| .. code-block:: sh | |
| chmod 777 /sys/kernel/debug | |
| chmod -R 777 /sys/kernel/debug/dri | |
| Secure boot has to be disabled as well. | |
| Generating and analyzing hang reports | |
| ------------------------------------- | |
| With UMR installed, you can now set ``RADV_DEBUG=hang`` which makes RADV insert | |
| trace markers and synchronization and check for hangs. The hang report will be | |
| saved to ``~/radv_dumps_<pid>_<time>``. Inside the directory of the hang report, | |
| there are a couple of files: | |
| * ``*.spv``: SPIR-V binaries of the pipeline that was bound when the hang | |
| occurred. | |
| * ``app_info.log``: ``VkApplicationInfo`` fields. | |
| * ``bo_history.log``: A list of every GPU memory allocation and deallocation. | |
| If the GPU hang was caused by a page fault, you can use | |
| `radv_check_va.py <https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/amd/vulkan/radv_check_va.py>`__ | |
| to figure out if address is invalid or used after the memory was deallocated. | |
| * ``bo_ranges.log``: Address ranges that were valid at the time of submission. | |
| * ``dmesg.log``: Output of ``dmesg``, if available. | |
| * ``gpu_info.log``: Fields of ``radeon_info``. | |
| * ``pipeline.log``: IR of the shaders that were bound during the hang as well as | |
| programm counters of waves executing said shaders and bound descriptors. | |
| * ``registers.log``: Various GPU state registers. | |
| * ``trace.log``: An annotated list of the command stream that caused the hang. | |
| the commands that hung come after | |
| ``!!!!! This is the last trace point that was reached by the CP !!!!!``. | |
| * ``umr_ring.log``: Similar to ``trace.log``. | |
| * ``umr_waves.log``: A list of waves that were active at the time of the hang, | |
| including register values. | |
| * ``vm_fault.log``: The page fault address if a page fault occurred. | |
| Debugging Steam games | |
| --------------------- | |
| Steam games require a bit more work so RADV can access UMR: In your Steam library, | |
| make sure **Tools** is checked and search for **Steam Linux Runtime**. | |
| Under **Properties** -> **Installed Files**, click **Browse**, open | |
| ``_v2-entry-point`` and add | |
| .. code-block:: sh | |
| shift 2 | |
| exec "$@" | |
| at the top of the file. Hang debugging can be enabled by selecting the faulting | |
| game and adding ``RADV_DEBUG=hang %command%`` under **Properties** -> **General** | |
| -> **LAUNCH OPTIONS**. | |
| Debugging hangs without RADV_DEBUG=hang | |
| --------------------------------------- | |
| In some situations, ``RADV_DEBUG=hang`` wouldn't be able to generate a GPU hang | |
| report, like for synchronization issues (because it enables | |
| ``RADV_DEBUG=syncshaders`` behind the scene). An alternative solution is to | |
| disable GPU recovery by adding ``amdgpu.gpu_recovery=0`` to your kernel command | |
| line options. And then invoke UMR manually with | |
| ``umr --by-pci <pci_id> -O bits,halt_waves -go 0 -wa <ring> -go 1 2>&1`` for | |
| dumping the waves and ``umr --by-pci <pci_id> -RS <ring> 2>&1`` for dumping the | |
| rings once the GPU hang occurred. |