cb424d7448
verify-patch-sanity.py validates every active recipe .patch has internally- consistent hunk line counts — catching the 'malformed patch at line N' failure at commit/CI/preflight time instead of hours into a cook. This cycle hit that class three times (qtwaylandscanner, sddm, xwayland), each only discovered when cookbook tried to apply the patch. Running it across the repo found 29 latent malformed patches (validated against GNU patch: e.g. relibc/P3-sysv-ipc reproduces 'malformed patch at line 22'). They were harmless only because they sit in vendored recipes (baked, not re- applied) — but would fail on any version-bump re-derivation. --fix recounts the hunk headers (body untouched) and repaired all 29. Wired into build-preflight.sh (Phase 1.0D) and redbear-ci.yml, with a unit test (test-patch-sanity.sh). Skips archived/legacy trees and unvalidatable formats (empty placeholders, bare-@@ git hunks).
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.. _radv-debug-hang:
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Debugging GPU hangs with RADV
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=============================
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UMR (optional)
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--------------
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UMR is needed for dumping a lot of useful information. Clone, build and install
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`UMR <https://gitlab.freedesktop.org/tomstdenis/umr>`__. Do not forget to run
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``chmod +s $(which umr)`` so RADV can actually access UMR.
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UMR needs to access some kernel debug interfaces:
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.. code-block:: sh
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chmod 777 /sys/kernel/debug
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chmod -R 777 /sys/kernel/debug/dri
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Secure boot has to be disabled as well.
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Generating and analyzing hang reports
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-------------------------------------
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With UMR installed, you can now set ``RADV_DEBUG=hang`` which makes RADV insert
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trace markers and synchronization and check for hangs. The hang report will be
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saved to ``~/radv_dumps_<pid>_<time>``. Inside the directory of the hang report,
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there are a couple of files:
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* ``*.spv``: SPIR-V binaries of the pipeline that was bound when the hang
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occurred.
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* ``addr_binding_report.log``: VK_EXT_address_binding_report logs.
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* ``app_info.log``: ``VkApplicationInfo`` fields.
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* ``bo_history.log``: A list of every GPU memory allocation and deallocation.
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If the GPU hang was caused by a page fault, you can use
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`radv_check_va.py <https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/src/amd/vulkan/radv_check_va.py>`__
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to figure out if address is invalid or used after the memory was deallocated.
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* ``bo_ranges.log``: Address ranges that were valid at the time of submission.
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* ``dmesg.log``: Output of ``dmesg``, if available.
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* ``gpu_info.log``: Fields of ``radeon_info``.
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* ``pipeline.log``: IR of the shaders that were bound during the hang as well as
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programm counters of waves executing said shaders and bound descriptors.
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* ``registers.log``: Various GPU state registers.
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* ``trace.log``: An annotated list of the command stream that caused the hang.
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the commands that hung come after
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``!!!!! This is the last trace point that was reached by the CP !!!!!``.
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* ``umr_ring.log``: Similar to ``trace.log``.
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* ``umr_waves.log``: A list of waves that were active at the time of the hang,
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including register values.
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* ``vm_fault.log``: The page fault address if a page fault occurred.
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Note: By default, the backend IR (ACO or LLVM) and the disassembly should be
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dumped to ``pipeline.log``. But due to shaders caching, you might need
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``RADV_DEBUG=hang,nocache`` to get SPIR-V and NIR in the GPU hang report.
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Debugging Steam games
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---------------------
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Steam games require a bit more work so RADV can access UMR: In your Steam library,
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make sure **Tools** is checked and search for **Steam Linux Runtime**.
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Under **Properties** -> **Installed Files**, click **Browse**, open
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``_v2-entry-point`` and add
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.. code-block:: sh
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shift 2
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exec "$@"
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at the top of the file. Hang debugging can be enabled by selecting the faulting
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game and adding ``RADV_DEBUG=hang %command%`` under **Properties** -> **General**
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-> **LAUNCH OPTIONS**.
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Debugging hangs without RADV_DEBUG=hang
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---------------------------------------
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In some situations, ``RADV_DEBUG=hang`` wouldn't be able to generate a GPU hang
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report, like for synchronization issues (because it enables
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``RADV_DEBUG=syncshaders`` behind the scene). An alternative solution is to
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disable GPU recovery by adding ``amdgpu.gpu_recovery=0`` to your kernel command
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line options. And then invoke UMR manually with
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``umr --by-pci <pci_id> -O bits,halt_waves -go 0 -wa <ring> -go 1 2>&1`` for
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dumping the waves and ``umr --by-pci <pci_id> -RS <ring> 2>&1`` for dumping the
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rings once the GPU hang occurred.
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