[Mesa-dev] [Bug 107096] GLSL disk cache: blob format changes may cause segfaults etc.
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Tue Jul 3 05:44:54 UTC 2018
https://bugs.freedesktop.org/show_bug.cgi?id=107096
Bug ID: 107096
Summary: GLSL disk cache: blob format changes may cause
segfaults etc.
Product: Mesa
Version: unspecified
Hardware: Other
OS: All
Status: NEW
Severity: normal
Priority: medium
Component: glsl-compiler
Assignee: mesa-dev at lists.freedesktop.org
Reporter: bugspam at moreofthesa.me.uk
QA Contact: intel-3d-bugs at lists.freedesktop.org
Test case: “Deus Ex: Mankind Divided”. GPU is RX 470.
This was working fine with Mesa 18.1.1 installed but stopped working (symptom
was a strcmp() segfaulting due to one parameter being NULL) with 18.1.3
installed. I tested 18.1.2; that worked fine. (This game crashes on first run
after installing a different version of Mesa, but I'm not concerned with that
here.)
Clearing Steam's shader cache for this game and running with 18.1.3 works fine
(and the new cache content would, I expect, cause problems with 18.1.2 and
earlier).
I went looking for patches which messed with cache content and reverted one
which adds more data; with the original cached shaders, 18.1.3 suddenly started
working without problems.
The commit which I reverted is 915d9166bf4c “glsl: serialize data from
glTransformFeedbackVaryings”, which is commit ab2643e4b06f in master. I suspect
that 99c6cae22780 “glsl/cache: save and restore ExternalSamplersUsed” and other
such patches will cause similar breakage.
Changes to the on-disk shader cache format should cause a cache version bump.
This doesn't seem to be happening…
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