[Bug 66349] Using SB shader optimization caused segfault in Serious Sam 3: BFE

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

 



Comment # 3 on bug 66349 from
(In reply to comment #2)
> Created attachment 81982 [details]
> output with R600_DEBUG=sb,ps,vs
> 
> Steam also use opengl to draw it's UI so some of these shaders comes from it.

Steam shaders are not a problem, I'm mostly interested in the last shader that
causes the crash. Unfortunately, I can't reproduce it, for me sb handles that
shader without any problems. Please make sure that the game actually uses the
latest mesa from git (AFAICS the app is 32-bit so it uses 32-bit mesa).

Possibly there is some weird issue like memory corruption, does it always
happen at the same point (same backtrace, same last shader in the dump)? You
might want to try running the app with debug build of mesa (configured with
--enable-debug), it can provide some additional info if the issue can be caught
by asserts, and better backtrace.

Could you also try to record a trace using apitrace (without sb) and then check
if issue is reproducible when the trace is replayed with sb. If it will be
reproducible, then hopefully I'll be able to reproduce it on my system too.


You are receiving this mail because:
_______________________________________________
dri-devel mailing list
dri-devel@xxxxxxxxxxxxxxxxxxxxx
http://lists.freedesktop.org/mailman/listinfo/dri-devel

[Index of Archives]     [Linux DRI Users]     [Linux Intel Graphics]     [Linux USB Devel]     [Video for Linux]     [Linux Audio Users]     [Yosemite News]     [Linux Kernel]     [Linux SCSI]     [XFree86]     [Linux USB Devel]     [Video for Linux]     [Linux Audio Users]     [Linux Kernel]     [Linux SCSI]     [XFree86]
  Powered by Linux