[Bug 104760] System hang when use glTexImage3D to specify a 3D texture image

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Dec 17 08:47:55 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=104760

xinghua <xinghua.cao at intel.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEEDINFO                    |ASSIGNED

--- Comment #22 from xinghua <xinghua.cao at intel.com> ---
Hi, all, I think this issue is very serious, system will hang up and should
hard shutdown to recover the system. Could you investigate it again? thank you.

As my description in this bug, calls TexImage3D to specify the texture image
from level maxLevels to level, system will hang up.
for(int i = 0; i < maxLevels; i++)
{
    int size = 1 << i;
    int level = maxLevels - i - 1;
    glTexImage3D(GL_TEXTURE_3D, level, GL_RGBA, size, 1, 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
}

But if calls TexImage3D to specify the texture image from level 0 to level
maxLevels, the system will not hang up,
for(int i = 0; i < maxLevels; i++)
{
    int size = 1 << (maxLevels - i - 1);
    int level = i;
    glTexImage3D(GL_TEXTURE_3D, level, GL_RGBA, size, 1, 1, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
}
I do not know why these two ways to alloc memory are very different.

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