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<body><span class="vcard"><a class="email" href="mailto:neil@linux.intel.com" title="Neil Roberts <neil@linux.intel.com>"> <span class="fn">Neil Roberts</span></a>
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<a class="bz_bug_link
bz_status_NEW "
title="NEW - Recursive call to vbo_exec_FlushVertices in i965 driver causing assertion failure/stack overflow"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93538">bug 93538</a>
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<td>neil@linux.intel.com
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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Recursive call to vbo_exec_FlushVertices in i965 driver causing assertion failure/stack overflow"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93538#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Recursive call to vbo_exec_FlushVertices in i965 driver causing assertion failure/stack overflow"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93538">bug 93538</a>
from <span class="vcard"><a class="email" href="mailto:neil@linux.intel.com" title="Neil Roberts <neil@linux.intel.com>"> <span class="fn">Neil Roberts</span></a>
</span></b>
<pre>It looks like gliv is using glRenderMode(GL_SELECT) and when switching back to
GL_RENDER Mesa flushes the vertices. GL_SELECT uses the software rendering
fallback which tries to map the render buffers. Mapping the render buffers
causes it to resolve the fast clear which is a meta operation which does
rendering and so also tries to flush the vertices, thus making infinite
recursion.
Seems like a tricky one to fix.</pre>
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