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<b><a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - Divinity: Original Sin Enhanced Edition(Native) crash on start"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93551#c37">Comment # 37</a>
on <a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - Divinity: Original Sin Enhanced Edition(Native) crash on start"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93551">bug 93551</a>
from <span class="vcard"><a class="email" href="mailto:kilobug@kilobug.org" title="kilobug <kilobug@kilobug.org>"> <span class="fn">kilobug</span></a>
</span></b>
<pre>(In reply to Thomas J. Moore from <a href="show_bug.cgi?id=93551#c32">comment #32</a>)
<span class="quote">> Created <span class=""><a href="attachment.cgi?id=125302" name="attach_125302" title="Simple LD_PRELOAD shim to apply necessary patches for divos">attachment 125302</a> <a href="attachment.cgi?id=125302&action=edit" title="Simple LD_PRELOAD shim to apply necessary patches for divos">[details]</a></span>
> Simple LD_PRELOAD shim to apply necessary patches for divos
>
> Game works great for me with the above patches (thanks to those who figured
> this out!). However, since they are not likely to be incorporated into
> Mesa, and patching my system Mesa just for one poorly written game is a bad
> idea, I think one of two alternate solutions needs to be provided. My
> preference would be to patch the game binaries. I don't really want to mess
> with that right now, though (especially since I can't easily locate where it
> does the vendor check). The other would be to provide the patches in the
> form of an LD_PRELOAD shim. I have attached the source code for one that
> seems to work for me.</span >
Thanks for the LD_PRELOAD shim. I just tried it on my R9 R380X using padoka's
ppa (so git Mesa 12.1~git1600727202100.29d70cc~x~padoka0 + svn LLVM
1:4.0~svn276446-0~x~padoka0), and there is a significant improvement, the game
starts and displays the loading screen... but when the loading bar is full,
then it crashes with :
(0) /lib/x86_64-linux-gnu/libpthread.so.0 : +0x10ed0 [0x7f209566ded0]
(1) ./libOGLBinding.so : api::OpenGLRenderer::ApplyConstants()+0x65
[0x7f209a129845]
(2) ./libRenderFramework.so : rf::Renderer::Apply(bool)+0x57 [0x7f209a0e0437]
(3) ./libRenderFramework.so : rf::RCB_ApplyCommand::Execute(rf::Renderer*, void
const*)+0xd [0x7f209a0fbf4d]
(4) ./libRenderFramework.so :
rf::RendererCommandBuffer::ExecuteCommandBuffer(bool)+0x37 [0x7f209a0e8c77]
(5) ./libGameEngine.so : ls::PostProcessStage::Execute(rf::RenderView
const*)+0x44 [0x7f20963b1de4]
(6) ./libRenderFramework.so : rf::StageGroup::Execute(rf::RenderView const*)
const+0x31 [0x7f209a0f24d1]
(7) ./EoCApp : ecl::EoCRenderView::Execute()+0x114 [0x95b664]
(8) ./libRenderFramework.so : rf::RenderFrame::Execute()+0x60 [0x7f209a0e7570]
(9) ./libGameEngine.so : BaseApp::ExecuteFrame(rf::Renderer*)+0x1c
[0x7f20963a5d9c]
(10) ./libGameEngine.so : BaseApp::MakeFrame()+0x33b [0x7f20963a646b]
(11) ./libGameEngine.so : BaseApp::OnIdle()+0xe0 [0x7f20963a4cb0]
(12) ./EoCApp : main+0x170 [0x6d5180]
(13) /lib/x86_64-linux-gnu/libc.so.6 : __libc_start_main+0xf0 [0x7f20952d5730]
(14) ./EoCApp : _start+0x29 [0x6d4ef9]
I tried with and without MESA_GL_VERSION_OVERRIDE=4.2
MESA_GLSL_VERSION_OVERRIDE=420 and it doesn't change anything.
Did I miss something ?</pre>
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