Public bug reported:
glmark2 -d
Debug: Found 60 matching FB configs.
Debug: GLX chosen config ID: 0x7b Native Visual ID: 0x2d3
Debug: Buffer: 32 bits
Debug: Red: 8 bits
Debug: Green: 8 bits
Debug: Blue: 8 bits
Debug: Alpha: 8 bits
Debug: Depth: 24 bits
Debug: Stencil: 0 bits
Debug: Creating XWindow W: 800 H: 600 VisualID: 0x2d3
Info: =======================================================
Info: glmark2 2014.03+git20150611.fa71af2d
Info: =======================================================
Info: OpenGL Information
Info: GL_VENDOR: X.Org
Info: GL_RENDERER: Gallium 0.4 on AMD RV730 (DRM 2.43.0)
Info: GL_VERSION: 3.0 Mesa 11.2.0
Info: =======================================================
Debug: Loading vertex shader from file None:
Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000,
1.000000);
Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000,
1.000000);
Debug: attribute vec3 position;
Debug: attribute vec3 normal;
Debug: attribute vec2 texcoord;
Debug:
Debug: uniform mat4 ModelViewProjectionMatrix;
Debug: uniform mat4 NormalMatrix;
Debug:
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: // Transform the normal to eye coordinates
Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));
Debug:
Debug: // The LightSourcePosition is actually its direction for directional
light
Debug: vec3 L = normalize(LightSourcePosition.xyz);
Debug:
Debug: // Multiply the diffuse value by the vertex color (which is fixed in
this case)
Debug: // to get the actual color that we will use to draw this vertex with
Debug: float diffuse = max(dot(N, L), 0.0);
Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
Debug:
Debug: // Set the texture coordinates as a varying
Debug: TextureCoord = texcoord;
Debug:
Debug: // Transform the position to clip coordinates
Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);
Debug: }
Debug: Loading fragment shader from file None:
Debug: #ifdef GL_ES
Debug: precision mediump float;
Debug: #endif
Debug: varying vec4 Color;
Debug: varying vec2 TextureCoord;
Debug:
Debug: void main(void)
Debug: {
Debug: gl_FragColor = Color;
Debug: }
Debug: Loading model from 3ds file '/usr/share/glmark2/models/horse.3ds'
Segmentation fault (core dumped)
ProblemType: Bug
DistroRelease: Ubuntu 16.04
Package: glmark2 2014.03+git20150611.fa71af2d-0ubuntu2
ProcVersionSignature: Ubuntu 4.4.0-38.57-powerpc64-smp 4.4.19
Uname: Linux 4.4.0-38-powerpc64-smp ppc64
ApportVersion: 2.20.1-0ubuntu2.1
Architecture: powerpc
CurrentDesktop: MATE
Date: Sun Sep 25 23:10:40 2016
InstallationDate: Installed on 2016-08-24 (32 days ago)
InstallationMedia: Ubuntu-MATE 16.04.1 LTS "Xenial Xerus" - Release powerpc
(20160719)
SourcePackage: glmark2
UpgradeStatus: No upgrade log present (probably fresh install)
** Affects: glmark2 (Ubuntu)
Importance: Undecided
Status: New
** Tags: apport-bug powerpc xenial
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https://bugs.launchpad.net/bugs/1627540
Title:
glmark2 segfault when running on PowerPC G5 QUAD
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