[Mesa-dev] [Bug 92850] Segfault loading War Thunder

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Dec 22 04:17:45 PST 2015


https://bugs.freedesktop.org/show_bug.cgi?id=92850

--- Comment #54 from Jose Fonseca <jfonseca at vmware.com> ---
(In reply to Nicolai Hähnle from comment #53)
> The 'FBO incomplete' message is something that is often seen with apitrace.
> Not sure where it actually comes from, but in other cases it doesn't cause
> problems.

Here's the stack back trace:

#0  glretrace::debugOutputCallback (source=33350, type=33361, id=1,
severity=37191, length=36, message=0x7fffffffc2c0 "FBO incomplete: no
attachments [-1]\n", userParam=0xb32a60)
    at retrace/glretrace_main.cpp:472
#1  0x00007ffff43ec3f6 in log_msg_locked_and_unlock (ctx=0x7ffff7fd1010,
source=MESA_DEBUG_SOURCE_API, type=MESA_DEBUG_TYPE_OTHER, id=1,
severity=MESA_DEBUG_SEVERITY_MEDIUM, 
    len=36, buf=0x7fffffffc2c0 "FBO incomplete: no attachments [-1]\n") at
src/mesa/main/errors.c:865
#2  0x00007ffff43ec49b in log_msg (ctx=0x7ffff7fd1010,
source=MESA_DEBUG_SOURCE_API, type=MESA_DEBUG_TYPE_OTHER, id=1,
severity=MESA_DEBUG_SEVERITY_MEDIUM, len=36, 
    buf=0x7fffffffc2c0 "FBO incomplete: no attachments [-1]\n") at
src/mesa/main/errors.c:886
#3  0x00007ffff43ed656 in _mesa_gl_vdebug (ctx=0x7ffff7fd1010,
id=0x7ffff5b1e050 <msg_id>, source=MESA_DEBUG_SOURCE_API,
type=MESA_DEBUG_TYPE_OTHER, 
    severity=MESA_DEBUG_SEVERITY_MEDIUM, fmtString=0x7ffff52e743d "FBO
incomplete: %s [%d]\n", args=0x7fffffffd320) at src/mesa/main/errors.c:1479
#4  0x00007ffff43ed743 in _mesa_gl_debug (ctx=0x7ffff7fd1010, id=0x7ffff5b1e050
<msg_id>, source=MESA_DEBUG_SOURCE_API, type=MESA_DEBUG_TYPE_OTHER, 
    severity=MESA_DEBUG_SEVERITY_MEDIUM, fmtString=0x7ffff52e743d "FBO
incomplete: %s [%d]\n") at src/mesa/main/errors.c:1493
#5  0x00007ffff44236b4 in fbo_incomplete (ctx=0x7ffff7fd1010,
msg=0x7ffff52e77a2 "no attachments", index=-1) at src/mesa/main/fbobject.c:645
#6  0x00007ffff442462e in _mesa_test_framebuffer_completeness
(ctx=0x7ffff7fd1010, fb=0x1056f70) at src/mesa/main/fbobject.c:1192
#7  0x00007ffff4431aeb in update_framebuffer (ctx=0x7ffff7fd1010, fb=0x1056f70)
at src/mesa/main/framebuffer.c:681
#8  0x00007ffff4431b6d in _mesa_update_framebuffer (ctx=0x7ffff7fd1010,
readFb=0x1056f70, drawFb=0x1056f70) at src/mesa/main/framebuffer.c:707
#9  0x00007ffff446b364 in _mesa_update_state_locked (ctx=0x7ffff7fd1010) at
src/mesa/main/state.c:436
#10 0x00007ffff446b4e9 in _mesa_update_state (ctx=0x7ffff7fd1010) at
src/mesa/main/state.c:504
#11 0x00007ffff4483762 in teximage (ctx=0x7ffff7fd1010, compressed=0 '\000',
dims=2, target=3553, level=0, internalFormat=33326, width=16, height=16,
depth=1, border=0, 
    format=6403, type=5126, imageSize=0, pixels=0x0) at
src/mesa/main/teximage.c:2943
#12 0x00007ffff4483a7f in _mesa_TexImage2D (target=3553, level=0,
internalFormat=33326, width=16, height=16, border=0, format=6403, type=5126,
pixels=0x0)
    at src/mesa/main/teximage.c:3005
#13 0x0000000000637262 in _get_glTexImage2D (target=3553, level=0,
internalformat=33326, width=16, height=16, border=0, format=6403, type=5126,
pixels=0x0)
    at dispatch/glproc.cpp:7138
#14 0x00000000004a673b in retrace_glTexImage2D (call=...) at
retrace/glretrace_gl.cpp:486
#15 0x0000000000443bf4 in retrace::Retracer::retrace (this=0x9eea40 <retracer>,
call=...) at retrace/retrace.cpp:157
#16 0x0000000000433cce in retrace::retraceCall (call=0x1057800) at
retrace/retrace_main.cpp:233
#17 0x0000000000436330 in retrace::RelayRunner::runLeg (this=0xa4c7a0,
call=0x1057800) at retrace/retrace_main.cpp:386
#18 0x0000000000436277 in retrace::RelayRunner::runRace (this=0xa4c7a0) at
retrace/retrace_main.cpp:364
#19 0x00000000004340f4 in retrace::RelayRace::run (this=0x7fffffffd9a0) at
retrace/retrace_main.cpp:505
#20 0x0000000000434347 in retrace::mainLoop () at retrace/retrace_main.cpp:565
#21 0x0000000000434c9b in main (argc=2, argv=0x7fffffffdb88) at
retrace/retrace_main.cpp:880

It seems a bug in Mesa -- I don't know why it feels the need to check fbo
completness inside a glTexImage -- it makes no sense.  glTexImage is not a
draw/blit call.

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