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Jan 2nd, 2015
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  1. # messages during game startup
  2.  
  3. SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
  4. SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
  5. SIMD16 shader unsupported, falling back to SIMD8 at a 10-20% performance cost: Missing support for simd16 depth writes on gen6
  6. SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
  7. SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
  8. SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
  9. SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
  10. CPU mapping a busy miptree BO stalled and took 0.092 ms.
  11. CPU mapping a busy miptree BO stalled and took 0.881 ms.
  12. CPU mapping a busy miptree BO stalled and took 0.342 ms.
  13. CPU mapping a busy miptree BO stalled and took 0.160 ms.
  14. [previous messages repeated 600x]
  15.  
  16.  
  17. # game started
  18.  
  19. FS compile took 0.955 ms and stalled the GPU
  20. GTT mapping a busy miptree BO stalled and took 3.163 ms.
  21. GTT mapping a busy miptree BO stalled and took 30.647 ms.
  22. VS compile took 2.243 ms and stalled the GPU
  23. GTT mapping a busy miptree BO stalled and took 24.682 ms.
  24. GTT mapping a busy miptree BO stalled and took 3.572 ms.
  25. CPU mapping a busy miptree BO stalled and took 0.042 ms.
  26. GTT mapping a busy miptree BO stalled and took 8.382 ms.
  27. GTT mapping a busy miptree BO stalled and took 5.506 ms.
  28. GTT mapping a busy miptree BO stalled and took 1.733 ms.
  29. GTT mapping a busy miptree BO stalled and took 3.493 ms.
  30. GTT mapping a busy miptree BO stalled and took 5.962 ms.
  31. GTT mapping a busy miptree BO stalled and took 9.719 ms.
  32. GTT mapping a busy miptree BO stalled and took 0.004 ms.
  33. GTT mapping a busy miptree BO stalled and took 0.016 ms.
  34. GTT mapping a busy miptree BO stalled and took 0.015 ms.
  35. GTT mapping a busy miptree BO stalled and took 0.022 ms.
  36. GTT mapping a busy miptree BO stalled and took 0.028 ms.
  37. GTT mapping a busy miptree BO stalled and took 6.265 ms.
  38. FS compile took 6.871 ms and stalled the GPU
  39. FS compile took 15.141 ms and stalled the GPU
  40. GTT mapping a busy miptree BO stalled and took 9.190 ms.
  41. GTT mapping a busy miptree BO stalled and took 3.629 ms.
  42. GTT mapping a busy miptree BO stalled and took 6.646 ms.
  43. FS compile took 10.480 ms and stalled the GPU
  44. VS compile took 6.094 ms and stalled the GPU
  45. GTT mapping a busy miptree BO stalled and took 24.142 ms.
  46. GTT mapping a busy miptree BO stalled and took 6.184 ms.
  47. GTT mapping a busy miptree BO stalled and took 4.345 ms.
  48. GTT mapping a busy miptree BO stalled and took 5.236 ms.
  49. GTT mapping a busy miptree BO stalled and took 9.454 ms.
  50. FS compile took 2.935 ms and stalled the GPU
  51. FS compile took 4.948 ms and stalled the GPU
  52. GTT mapping a busy miptree BO stalled and took 23.933 ms.
  53. GTT mapping a busy miptree BO stalled and took 5.102 ms.
  54. GTT mapping a busy miptree BO stalled and took 27.194 ms.
  55. [these messages repeat throughout the game, every couple of seconds]
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