Brad King wrote: > Brad King wrote: >> Brian Paul wrote: >>> Thanks, Brad. I've checked in some fixes to git. Let me know if that >>> helps. >> I've updated to 57e222d and it fixes the test case for the stack trace I >> sent. I'm running the rest of the tests now. > > This was broken again by 'ade5083'. A stack trace is below (as of 'fd59f19'). > > -Brad > > #0 fetch_texel_lod (ctx=0x689450, texcoord=0x7fff16a0a8e0, lambda=0, unit=2, > color=0x7fff16a0a910) at swrast/s_fragprog.c:47 > #1 0x00002ad796a76992 in _mesa_execute_program (ctx=0x689450, > program=0x9d9b70, machine=0x6c4a90) at shader/prog_execute.c:328 > #2 0x00002ad796a9d2dc in _swrast_exec_fragment_program (ctx=0x689450, > span=0x7fff16a0ebc0) at swrast/s_fragprog.c:162 > #3 0x00002ad796aa4e8b in _swrast_write_rgba_span (ctx=0x689450, > span=0x7fff16a0ebc0) at swrast/s_span.c:1206 > #4 0x00002ad796ac616d in general_triangle (ctx=0x689450, v0=<value optimized > out>, v1=<value optimized out>, v2=0x2ad79be832d0) at swrast/s_tritemp.h:862 > #5 0x00002ad796a3ba2a in _tnl_render_triangles_verts (ctx=0x689450, > start=<value optimized out>, count=756, flags=<value optimized out>) at > tnl/t_vb_rendertmp.h:163 > #6 0x00002ad796a3d895 in run_render (ctx=0x689450, stage=<value optimized > out>) at tnl/t_vb_render.c:320 > #7 0x00002ad796a34827 in _tnl_run_pipeline (ctx=0x689450) at > tnl/t_pipeline.c:158 > #8 0x00002ad796a34d41 in _tnl_draw_prims (ctx=0x689450, arrays=0x6c8d68, > prim=0x21f61b0, nr_prims=1, ib=0x0, min_index=<value optimized out>, > max_index=755) at tnl/t_draw.c:402 > #9 0x00002ad796a33ce6 in vbo_save_playback_vertex_list (ctx=0x689450, > data=<value optimized out>) at vbo/vbo_save_draw.c:220 > #10 0x00002ad7969936aa in execute_list (ctx=0x689450, list=<value optimized > out>) at main/dlist.c:5757 > #11 0x00002ad796995f6a in _mesa_CallList (list=3) at main/dlist.c:6841 > #12 0x00002ad79454f6cc in vtkOpenGLDisplayListPainter::RenderInternal > (this=0x66a500, renderer=0x6465a0, actor=0x66d500, typeflags=255) >
This is unrelated to the refcounting changes. Does the program use GLSL? Or ARB_fragment_program? -Brian ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
