Files
third_party_mesa3d/docs/drivers/amd/hang-debugging.rst
Samuel Pitoiset 4308668a25 radv: allow shaders caching with RADV_DEBUG=hang and the trap handler
When debugging a game that compiles a ton of shaders at beginning, it
can be very very slow because shaders cache was disabled by default
with RADV_DEBUG=hang.

To make debugging such a game faster, let's cache shaders with
RADV_DEBUG=hang. Note that only the backend IR (ACO or LLVM) and the
disassembly are stored in the cache. To get SPIR-V and NIR, you might
need RADV_DEBUG=hang,nocache.

This also handles the trap handler.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32246>
2024-11-27 08:04:59 +00:00

85 lines
3.4 KiB
ReStructuredText

: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.
Note: By default, the backend IR (ACO or LLVM) and the disassembly should be
dumped to ``pipeline.log``. But due to shaders caching, you might need
``RADV_DEBUG=hang,nocache`` to get SPIR-V and NIR in the GPU hang report.
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.