[Bug 107987] [Debug mesa only]. Crash happens when calling drawArrays

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Oct 9 08:45:11 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=107987

--- Comment #9 from asimiklit <andrey.simiklit at gmail.com> ---
(In reply to asimiklit from comment #8)
> Created attachment 141837 [details]
> simple reproduccer to simplify the debugging process.
> 
> Hi,
> 
> I have created the simple reproducer because debugging the chrome not very
> convenient.
> 
> My current progress in this issue:
> 
> I managed to reproduce this issue in the following way:
> 1. Use shader program which is used at least one 'texture sample' in FS
> instead of 'FF'.
> 2. Setup following property for texture GL_TEXTURE_MIN_FILTER = GL_LINEAR or
> GL_NEAREST
> 3. The program must upload level 2 = 4x4, 1 = 2x2, 0 = 1x1. The pixels
> values is not matter but must be uploaded and sequence of uploading is very
> matter, firstly level 2 then 1 and lastly 0.
> 4. The last operation which should cause the assertion is glDrawArrays which
> uses shader and texture mentioned above to draw some rectangle.
> 
> I found out that when we try to re-create miptree in
> 'intel_finalize_mipmap_tree' function we don't consider the 'base level' in
> width0, height0, depth0 calculations.
> I not very familiar with this part of the mesa code but I found that the
> 'intel_miptree_create_for_teximage' function consider the 'base level'. 
> So I tried to do it in 'intel_finalize_mipmap_tree' and that fixes this
> issue for me. So I hope that this is a possible fix:
> https://patchwork.freedesktop.org/patch/254397/

*wording fix* 1. Use shader program which uses at least one 'texture sample' in
FS instead of 'FF'.

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