Comment # 127
on bug 80419
from Davin McCall
The comment above from Jose Fonseca (and follow up from Feral's Edwin Smith) imply that the problem here is with the game calling glDrawRangeElementsBaseVertex with bad start/end values, resulting in the indices being out-of-range which is illegal per the GL spec, and implying that this is what causes the crash. I have tried patching Mesa to effectively reduce glDrawRangeElementsBaseVertex calls to glDrawElementsBaseVertex (i.e. same method but with no start/end supplied). Patch follows below (inline because it is so short). However, I am sorry to say that this did *not* prevent the crashes. I conclude that there may still be a bug in Mesa and/or kernel space DRM (although it's possible my patch isn't having the effect I intended - I'm not familiar enough with Mesa code base to be sure). diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c index f0245fd..d1f4ac6 100644 --- a/src/mesa/vbo/vbo_exec_array.c +++ b/src/mesa/vbo/vbo_exec_array.c @@ -935,7 +935,9 @@ vbo_exec_DrawRangeElementsBaseVertex(GLenum mode, (void) check_draw_elements_data; #endif - vbo_validated_drawrangeelements(ctx, mode, index_bounds_valid, start, end, + //vbo_validated_drawrangeelements(ctx, mode, index_bounds_valid, start, end, + // count, type, indices, basevertex, 1, 0); + vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0, count, type, indices, basevertex, 1, 0); }
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