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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Unreal engine demos segfault after shader compilation error with OpenGL 4.3"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95005#c18">Comment # 18</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Unreal engine demos segfault after shader compilation error with OpenGL 4.3"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95005">bug 95005</a>
from <span class="vcard"><a class="email" href="mailto:mike@fireburn.co.uk" title="Mike Lothian <mike@fireburn.co.uk>"> <span class="fn">Mike Lothian</span></a>
</span></b>
<pre>With Skylake I just wasn't letting it run long enough:
Using binned.
Increasing per-process limit of core file size to infinity.
- Existing per-process limit (soft=18446744073709551615,
hard=18446744073709551615) is enough for us (need only 18446744073709551615)
intel_do_flush_locked failed: Input/output error
Signal 11 caught.
LowLevelFatalError
[File:C:\UnrealEngine\4.5-src\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp]
[Line: 118]
A FRenderResource was deleted without being released first!
Signal 11 caught.
EngineCrashHandler: Signal=11
EngineCrashHandler: Signal=11
Segmentation fault (core dumped)
This was in the dmesg:
[11929.845840] [drm] GPU HANG: ecode 9:0:0x8ed9fff2, in RenderThread 1 [31514],
reason: Engine(s) hung, action: reset
[11929.847998] drm/i915: Resetting chip after gpu hang</pre>
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