[Bug 89084] dungeon defenders crashes after vbo_exec_DrawRangeElements call

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Feb 13 10:07:48 PST 2015


https://bugs.freedesktop.org/show_bug.cgi?id=89084

Karol Herbst <karolherbst at me.com> changed:

           What    |Removed                     |Added
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 Attachment #113464|0                           |1
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--- Comment #5 from Karol Herbst <karolherbst at me.com> ---
Created attachment 113475
  --> https://bugs.freedesktop.org/attachment.cgi?id=113475&action=edit
valgrind output

sadly there comes nothing more, because valgrind seems to be inside a 100% cpu
loop. I will try to get a better output with a non-steam version (I got the
game from humblebundle, so this is easy)

(In reply to Eero Tamminen from comment #4)
> (In reply to Karol Herbst from comment #3)
> > Created attachment 113464 [details]
> > valgrind output
> 
> Thanks!
> 
> > sadly I can't debug further with the steam version, so I have to check if I
> > also have a non-steam version somwhere. But there are some invalid write of
> > size 4 from mesa, which I think may libsdl2 or mesa bugs itself or maybe it
> > should be that way.
> 
> This could be Valgrind not knowing where the memory came from.  Only if your
> libdrm library is built with Valgrind devel files present in the system, it
> will annotate the memory it returns from kernel for Valgrind.
> 
> On Ubuntu 14.10, the necessary files come with "valgrind" package, but
> libdrm needs to be (re-)build after that is installed.
> 
> Another issue is that for Valgrind backtraces to be useful, Mesa debug
> symbols are needed, so that we can see where (which source file/line) the
> Valgrind warnings are coming from.
> 
> Could you fix those issues and attach updated Valgrind output?

I am using Gentoo/Linux, but valgrind for some reasons didn't want to read my
external debug files, so I had to rebuild the libraries without stripping the
binaries, which obviously worked.

I will upload a new valgrind output file after I get the new game files and can
try again. As it seems the issue inside mesa could be false alarms or not
important at all.

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