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

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Comment # 9 on bug 66349 from
Created attachment 82148 [details]
valgrind output

https://dl.dropboxusercontent.com/s/ynibt38hhdlyu1r/DungeonDefenders-x86.trace.bz2

Maybe you'll have better luck with this trace of dungeon defenders. I've never
gotten it to play back right. It will crash with or without sb,
LIBGL_ALWAYS_SOFTWARE and both 32 & 64-bit. The 32-bit drivers in my chroot are
git but my 64-bit drivers are stable versions meaning mesa-9.1.3,
libdrm-2.4.44, xf86-video-ati-7.1.0 and xorg-server-1.13.4. Most of the time it
will segfault in a call to glDrawRangeElements but sometimes it will spam "The
kernel rejected CS" before segfaulting.

I attached a valgrind output. Running valgrind on the 32-bit binaries was
impossible because valgrind doesn't support AVX instructions in 32-bit code so
the output is from the 64-bit version. The stuff in my 32-bit chroot was not
involved in any way so the problem is probably unrelated to that. 

I use gcc-4.6.3 and compile with these flags "-O2 -march=native -pipe"


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