[Mesa-dev] [PATCH shader-db] run: don't use alloca to avoid random crashes in the GLSL compiler
Eero Tamminen
eero.t.tamminen at intel.com
Mon Dec 12 15:30:07 UTC 2016
Hi,
On 07.12.2016 20:03, Ian Romanick wrote:
> On 12/07/2016 09:44 AM, Marek Olšák wrote:
>> On Wed, Dec 7, 2016 at 6:42 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
>>> What's wrong with feeding it stack memory?
>>
>> I don't really have an answer to that.
>
> Does valgrind provide any clues?
Valgrind isn't so good at debugging stack smashing. At least I've found
stack protection facilities by the compilers to be more useful for that.
> The usual problems are running out of stack (is that still a thing?)
or buffer overrun.
Unbounded alloca()s in threaded programs are a bad idea.
While the main thread stack grows on-demand, other threads have fixed
sized stack. By default it's nowadays 8MB on Linux:
$ ulimit -s
8192
For testing purposes, one could try setting thread stack size larger or
smaller from command line and see whether it affects things:
$ ulimit -s 4096
$ <testcase>
- Eero
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