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Application hangs when GPU-VA is enabled #7994

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f32by opened this issue May 10, 2024 · 3 comments
Open

Application hangs when GPU-VA is enabled #7994

f32by opened this issue May 10, 2024 · 3 comments
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GPU-AV GPU Assisted Validation Threading

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@f32by
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f32by commented May 10, 2024

Environment:

  • OS: Windows 11
  • GPU and driver version: NVIDIA 552.44
  • SDK or header version if building from repo: build from source (commit e74bfc2)
  • Options enabled (synchronization, best practices, etc.):
Core:
- Object in Use
- Shader (with Caching)
- Object Lifetime
- Stateless Parameter

GPU-VA with following settings:
- Reserve Descriptor Set Binding Slot
- Linear Memory Allocation Mode
- Descriptor and OOB Checks (with Generate warning on OOB accesses even if robustness is enabled)
- Validate RayQuery SPIR-V Instructions

Describe the Issue

Application hangs and found two threads are acquiring write lock on something.

renderthread
vvl_thread

Expected behavior

A clear and concise description of what you expected to happen.

Valid Usage ID
If applicable, please include the validation messages encountered leading up to the issue

Additional context

code or terminal output
# callstacks, crashes, etc.
# EX:
Validation Error: [ VUID-vkCmdDrawMultiEXT-colorAttachmentCount-06188 ] Object 0: handle = 0x3d47e60 ...
@spencer-lunarg
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@f32by is this something you can hit everytime, or is it hanging different each time?

@spencer-lunarg spencer-lunarg added the GPU-AV GPU Assisted Validation label May 10, 2024
@f32by
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f32by commented May 10, 2024

@f32by is this something you can hit everytime, or is it hanging different each time?

It always hangs at the same position with GPU-VA enabled.

@arno-lunarg
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arno-lunarg commented May 15, 2024

Hello @f32by
Thank you for reporting this issue, in a way it happens to be the right time for it given what I am working on.
I did not managed to reproduce this issue, and I am still not really familiar with how we approach multithreading in our code base so I need more info to make progress on that issue.

Would you be able to use a validation layer build from this branch please? https://github.com/arno-lunarg/Vulkan-ValidationLayers/tree/arno-gpu-fix-deadlock
I added some debug logs (printed in std::out) to help me track down what is happening in your case. If you could show me the logs you get, it would be very helpful.
(If need be I can output those logs to a dedicated file)

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