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

2019-09-18 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

GitLab Migration User  changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution|--- |MOVED

--- Comment #10 from GitLab Migration User  ---
-- GitLab Migration Automatic Message --

This bug has been migrated to freedesktop.org's GitLab instance and has been
closed from further activity.

You can subscribe and participate further through the new bug through this link
to our GitLab instance: https://gitlab.freedesktop.org/mesa/mesa/issues/445.

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

2013-07-07 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #9 from Thomas Lindroth  ---
Created attachment 82148
  --> https://bugs.freedesktop.org/attachment.cgi?id=82148=edit
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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[Bug 66349] Using SB shader optimization caused segfault in Serious Sam 3: BFE

2013-07-07 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #8 from Vadim Girlin  ---
So far I haven't managed to reproduce the issue with the trace, I tried with
32-bit and 64-bit drivers, with and without sb, also I tried to build mesa with
your configure parameters (though I had to adjust them a bit to make it work
for me) - I haven't seen any segfaults with the trace, valgrind doesn't provide
any hints either.

I suspect it may be something specific to your configuration, compiler version,
etc.

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

2013-07-07 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #8 from Vadim Girlin pt...@yandex.ru ---
So far I haven't managed to reproduce the issue with the trace, I tried with
32-bit and 64-bit drivers, with and without sb, also I tried to build mesa with
your configure parameters (though I had to adjust them a bit to make it work
for me) - I haven't seen any segfaults with the trace, valgrind doesn't provide
any hints either.

I suspect it may be something specific to your configuration, compiler version,
etc.

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

2013-07-07 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #9 from Thomas Lindroth thomas.lindr...@gmail.com ---
Created attachment 82148
  -- https://bugs.freedesktop.org/attachment.cgi?id=82148action=edit
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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[Bug 66349] Using SB shader optimization caused segfault in Serious Sam 3: BFE

2013-07-06 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #7 from Thomas Lindroth  ---
https://dl.dropboxusercontent.com/s/tv67mgkhsx3g0gk/Sam3.trace.bz2
https://dl.dropboxusercontent.com/s/1ib2y83c1sluboy/Sam3.trim.trace.bz2
Here is the trace and the trimmed version in case someone wants to figure out
what went wrong with it.

Full trace segfault at call 479626 in frame 940.

The segfaulting mesa was built as
./configure --prefix=/usr --build=i686-pc-linux-gnu --host=i686-pc-linux-gnu
--mandir=/usr/share/man --infodir=/usr/share/info --datadir=/usr/share
--sysconfdir=/etc --localstatedir=/var/lib --disable-silent-rules
--disable-dependency-tracking --enable-dri --enable-glx --enable-shared-glapi
--enable-texture-float --disable-debug --enable-egl --disable-gbm
--disable-gles1 --disable-gles2 --enable-glx-tls --disable-osmesa --enable-asm
--disable-xa --disable-xorg --with-dri-drivers=
--with-gallium-drivers=,swrast,r600 PYTHON2=/usr/bin/python2.7
--with-egl-platforms=x11 --enable-gallium-egl --enable-gallium-llvm
--disable-openvg --disable-r600-llvm-compiler --disable-vdpau --disable-xvmc

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

2013-07-06 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

Mike Lothian  changed:

   What|Removed |Added

 CC||mike at fireburn.co.uk

--- Comment #6 from Mike Lothian  ---
If you'd like to compile your own 32bit mesa for Gentoo then install the
FireBurn overlay

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

2013-07-06 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #5 from Vadim Girlin  ---
(In reply to comment #4)
> The full sam3 trace is 231M if you want it.

Yes, please upload it somewhere.

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

2013-07-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #5 from Vadim Girlin pt...@yandex.ru ---
(In reply to comment #4)
 The full sam3 trace is 231M if you want it.

Yes, please upload it somewhere.

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

2013-07-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

Mike Lothian m...@fireburn.co.uk changed:

   What|Removed |Added

 CC||m...@fireburn.co.uk

--- Comment #6 from Mike Lothian m...@fireburn.co.uk ---
If you'd like to compile your own 32bit mesa for Gentoo then install the
FireBurn overlay

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

2013-07-06 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #7 from Thomas Lindroth thomas.lindr...@gmail.com ---
https://dl.dropboxusercontent.com/s/tv67mgkhsx3g0gk/Sam3.trace.bz2
https://dl.dropboxusercontent.com/s/1ib2y83c1sluboy/Sam3.trim.trace.bz2
Here is the trace and the trimmed version in case someone wants to figure out
what went wrong with it.

Full trace segfault at call 479626 in frame 940.

The segfaulting mesa was built as
./configure --prefix=/usr --build=i686-pc-linux-gnu --host=i686-pc-linux-gnu
--mandir=/usr/share/man --infodir=/usr/share/info --datadir=/usr/share
--sysconfdir=/etc --localstatedir=/var/lib --disable-silent-rules
--disable-dependency-tracking --enable-dri --enable-glx --enable-shared-glapi
--enable-texture-float --disable-debug --enable-egl --disable-gbm
--disable-gles1 --disable-gles2 --enable-glx-tls --disable-osmesa --enable-asm
--disable-xa --disable-xorg --with-dri-drivers=
--with-gallium-drivers=,swrast,r600 PYTHON2=/usr/bin/python2.7
--with-egl-platforms=x11 --enable-gallium-egl --enable-gallium-llvm
--disable-openvg --disable-r600-llvm-compiler --disable-vdpau --disable-xvmc

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

2013-07-05 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #4 from Thomas Lindroth  ---
I did some more debugging and it looks like memory corruption. I can reproduce
the problem with an apitrace dump but when using an --enable-debug build it
runs fine. It always segfaults in a call to glDrawRangeElements. I had the same
problem with Dungeon Defenders before. See comment 2 in bug 62967. It would
always segfault at some random glDrawRangeElements call unrelated to SB and
corrupt the stack. If I try to play back the sam3 trace with
LIBGL_ALWAYS_SOFTWARE=yes it will instead abort with the error "LLVM ERROR:
Program used external function '' which could not be resolved!" during a call
to glDrawRangeElements.

The full sam3 trace is 231M if you want it. I tried to trim it but the trimmed
version would result in an floating point exception in some other gl call.

I'm using latest git mesa but my setup is a bit odd. I run 64-bit gentoo but
the default 32-bit libs in gentoo are precompiled older versions. I work around
that problem by having a 32-bit gentoo chroot with git mesa, libdrm and other
libs games use. I run 32-bit apps like this
LIBGL_DRIVERS_PATH=/mnt/32bit/usr/lib/dri
LD_LIBRARY_PATH="/mnt/32bit/lib:/mnt/32bit/usr/lib" ./steam.sh

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

2013-07-05 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #4 from Thomas Lindroth thomas.lindr...@gmail.com ---
I did some more debugging and it looks like memory corruption. I can reproduce
the problem with an apitrace dump but when using an --enable-debug build it
runs fine. It always segfaults in a call to glDrawRangeElements. I had the same
problem with Dungeon Defenders before. See comment 2 in bug 62967. It would
always segfault at some random glDrawRangeElements call unrelated to SB and
corrupt the stack. If I try to play back the sam3 trace with
LIBGL_ALWAYS_SOFTWARE=yes it will instead abort with the error LLVM ERROR:
Program used external function '' which could not be resolved! during a call
to glDrawRangeElements.

The full sam3 trace is 231M if you want it. I tried to trim it but the trimmed
version would result in an floating point exception in some other gl call.

I'm using latest git mesa but my setup is a bit odd. I run 64-bit gentoo but
the default 32-bit libs in gentoo are precompiled older versions. I work around
that problem by having a 32-bit gentoo chroot with git mesa, libdrm and other
libs games use. I run 32-bit apps like this
LIBGL_DRIVERS_PATH=/mnt/32bit/usr/lib/dri
LD_LIBRARY_PATH=/mnt/32bit/lib:/mnt/32bit/usr/lib ./steam.sh

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

2013-07-04 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #3 from Vadim Girlin  ---
(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.

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

2013-07-04 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #3 from Vadim Girlin pt...@yandex.ru ---
(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.

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

2013-07-03 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #2 from Thomas Lindroth  ---
Created attachment 81982
  --> https://bugs.freedesktop.org/attachment.cgi?id=81982=edit
output with R600_DEBUG=sb,ps,vs

Steam also use opengl to draw it's UI so some of these shaders comes from it.

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

2013-07-03 Thread bugzilla-dae...@freedesktop.org
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #1 from Vadim Girlin  ---
Please attach the output with "R600_DEBUG=sb,ps,vs".

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

2013-07-03 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #1 from Vadim Girlin pt...@yandex.ru ---
Please attach the output with R600_DEBUG=sb,ps,vs.

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

2013-07-03 Thread bugzilla-daemon
https://bugs.freedesktop.org/show_bug.cgi?id=66349

--- Comment #2 from Thomas Lindroth thomas.lindr...@gmail.com ---
Created attachment 81982
  -- https://bugs.freedesktop.org/attachment.cgi?id=81982action=edit
output with R600_DEBUG=sb,ps,vs

Steam also use opengl to draw it's UI so some of these shaders comes from it.

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