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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED DUPLICATE - Dead Island crash after starting a new game"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100618#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED DUPLICATE - Dead Island crash after starting a new game"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100618">bug 100618</a>
from <span class="vcard"><a class="email" href="mailto:bugs.freedesktop@fastquake.com" title="John Brooks <bugs.freedesktop@fastquake.com>"> <span class="fn">John Brooks</span></a>
</span></b>
<pre>(In reply to at46n from <a href="show_bug.cgi?id=100618#c13">comment #13</a>)
<span class="quote">> Seems like its a glsl compiler bug and not a radeonsi bug. With "prlimit
> --pid PIDofDeadIsland -n65535" I am able to start and play the game.
>
> *** This bug has been marked as a duplicate of <a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - Dead Island rendering issues"
href="show_bug.cgi?id=85564">bug 85564</a> ***</span >
Not quite. The shaders actually compile fine, but Mesa does not yet support
retrieving a binary with glGetProgramBinary(), and it's likely that the game
mishandles this, resulting in running out of file descriptors, mishandling that
error condition, and then crashing.</pre>
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