[Mesa-dev] [PATCH 1/6] glx: Convert to automake.
Matt Turner
mattst88 at gmail.com
Sun Mar 18 19:17:20 PDT 2012
On Mon, Mar 5, 2012 at 9:37 PM, Eric Anholt <eric at anholt.net> wrote:
> On Thu, 1 Mar 2012 19:18:50 +0100, Marek Olšák <maraeo at gmail.com> wrote:
>> On Thu, Mar 1, 2012 at 5:28 PM, Eric Anholt <eric at anholt.net> wrote:
>> > On Thu, 1 Mar 2012 16:50:40 +0100, Marek Olšák <maraeo at gmail.com> wrote:
>> >> Hi Eric,
>> >>
>> >> this commit breaks StarCraft II running on Wine traced by apitrace
>> >> on r600g. Wine is most probably stuck in a deadlock. It prints these
>> >> error messages:
>> >>
>> >> err:seh:setup_exception_record stack overflow 2412 bytes in thread
>> >> 0024 eip 00437fdb esp 00c409c4 stack 0xc40000-0xc41000-0xd40000
>> >> err:ntdll:RtlpWaitForCriticalSection section 0x7dce41e0
>> >> "x11drv_main.c: X11DRV_CritSection" wait timed out in thread 0025,
>> >> blocked by 0024, retrying (60 sec)
>> >> err:ntdll:RtlpWaitForCriticalSection section 0x72e200 "?" wait timed
>> >> out in thread 0023, blocked by 0024, retrying (60 sec)
>> >> err:ntdll:RtlpWaitForCriticalSection section 0x72e200 "?" wait timed
>> >> out in thread 0009, blocked by 0024, retrying (60 sec)
>> >> etc.
>> >>
>> >> Reverting this commit (and also the egl automake commits to avoid
>> >> conflicts) fixes the issue.
>> >>
>> >> Do you have any idea about what might have gone wrong?
>> >
>> > Hmm, weird. Defines were my first idea, the diff of all defines used in
>> > the compile is:
> [...]
>> >
>> > Could you stick a debugger on it and see where it's stopped, at least?
>>
>> Sorry, I haven't been able to obtain a useful backtrace from wine. I
>> have no idea how to debug this.
>
> Just to be clear: Is the failure mode only when apitracing wine, and not
> when running wine standalone or when running glretrace of any resulting
> trace?
>
> Does it require SC2, or can other apps be used to reproduce the failure?
> Any freely downloadable apps by chance?
>
> (That said, wine appears to be totally hosed for me currently, on 8.0 or
> master, with a segfault almost all the time due to a missing buffer
> object for one of my winsys renderbuffers)
In the process of trying to figure out why SC2 was so slow today, I
hit a GPU hang, so I tried apitracing it and hit this problem.
I reverted automaking glx and was able to trace it. I tried to replay
the trace (this time with a 64-bit apitrace and i965_dri.so, which
crashed). I rebuilt 64-bit Mesa with automake glx reverted and sure
enough it worked, so I've got a trace that works before and fails
after. Hopefully it'll point to the problem of SC2 hanging under
WINE/apitrace.
I'll figure out how to trim it (it's 5.4GB now) and send it to you.
Matt
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