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<b><a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - [SKL] GPU HANG: ecode 9:0:0x85dffffb, in BattleBlockThea [2678], reason: Hang on rcs0, action: reset"
href="https://bugs.freedesktop.org/show_bug.cgi?id=104462#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_NEEDINFO "
title="NEEDINFO - [SKL] GPU HANG: ecode 9:0:0x85dffffb, in BattleBlockThea [2678], reason: Hang on rcs0, action: reset"
href="https://bugs.freedesktop.org/show_bug.cgi?id=104462">bug 104462</a>
from <span class="vcard"><a class="email" href="mailto:vadym.shovkoplias@globallogic.com" title="vadym <vadym.shovkoplias@globallogic.com>"> <span class="fn">vadym</span></a>
</span></b>
<pre>BTW On Ubuntu 17.10 and Ubuntu 16.04 this game crashes on start up with the
following error:
DEBUG: InitGame started
BattleBlockTheater: /media/BGBS/BBT_Linux/Core/MemorySystem.cpp:161: void*
MemoryBlock::Alloc(unsigned int): Assertion `(!"Got request for zero bytes!")'
failed.
Aborted (core dumped)
I noticed that crash is happening when zero length array is allocated in glsl
linker:
src/compiler/glsl/linker.cpp:1209
InterfaceBlockStageIndex[i] = new int[max_num_buffer_blocks];
Looks like memory allocation is redefined in the game itself and it leads to
crash for zero length array allocation.
With the following hack game starts properly:
-- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1148,7 +1148,12 @@ interstage_cross_validate_uniform_blocks(struct
gl_shader_program *prog,
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
- InterfaceBlockStageIndex[i] = new int[max_num_buffer_blocks];
+ if (max_num_buffer_blocks != 0) {
+ InterfaceBlockStageIndex[i] = new int[max_num_buffer_blocks];
+ }
My questing is should we provide any fix for this in mesa or it should be fixed
in BattleBlocks game sources ?</pre>
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