[Bug 66349] Using SB shader optimization caused segfault in Serious Sam 3: BFE
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Sun Jul 7 10:57:08 PDT 2013
https://bugs.freedesktop.org/show_bug.cgi?id=66349
--- Comment #9 from Thomas Lindroth <thomas.lindroth at gmail.com> ---
Created attachment 82148
--> https://bugs.freedesktop.org/attachment.cgi?id=82148&action=edit
valgrind output
https://dl.dropboxusercontent.com/s/ynibt38hhdlyu1r/DungeonDefenders-x86.trace.bz2
Maybe you'll have better luck with this trace of dungeon defenders. I've never
gotten it to play back right. It will crash with or without sb,
LIBGL_ALWAYS_SOFTWARE and both 32 & 64-bit. The 32-bit drivers in my chroot are
git but my 64-bit drivers are stable versions meaning mesa-9.1.3,
libdrm-2.4.44, xf86-video-ati-7.1.0 and xorg-server-1.13.4. Most of the time it
will segfault in a call to glDrawRangeElements but sometimes it will spam "The
kernel rejected CS" before segfaulting.
I attached a valgrind output. Running valgrind on the 32-bit binaries was
impossible because valgrind doesn't support AVX instructions in 32-bit code so
the output is from the 64-bit version. The stuff in my 32-bit chroot was not
involved in any way so the problem is probably unrelated to that.
I use gcc-4.6.3 and compile with these flags "-O2 -march=native -pipe"
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