Opened 10 years ago

Closed 9 years ago

#2350 closed defect (invalid)

Glsl segmentation fault on Azure Coast maps

Reported by: sanderd17 Owned by:
Priority: Should Have Milestone:
Component: Core engine Keywords:
Cc: Patch:

Description (last modified by sanderd17)

When I open Azure Coast with glsl enabled, I get a segmentation fault, with the following gdb backtrace:

Program received signal SIGSEGV, Segmentation fault.
0xb74236da in __memcpy_ssse3_rep () from /usr/lib/libc.so.6
(gdb) bt
#0  0xb74236da in __memcpy_ssse3_rep () from /usr/lib/libc.so.6
#1  0xa6f00bac in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so
#2  0xa6f24bb9 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so
#3  0xa6f2582d in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so
#4  0xa6f73555 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so
#5  0xa6f240d2 in ?? () from /usr/lib/xorg/modules/dri/i965_dri.so
#6  0xa6c3ce79 in ?? () from /usr/lib/libdricore9.2.3.so.1
#7  0xa6c3dff1 in ?? () from /usr/lib/libdricore9.2.3.so.1
#8  0xa6c3e3f4 in ?? () from /usr/lib/libdricore9.2.3.so.1
#9  0xa6c3e4ef in ?? () from /usr/lib/libdricore9.2.3.so.1
#10 0x082fe227 in InstancingModelRenderer::RenderModel (this=0x8c6e978, shader=..., model=0xc7b1170) at ../../../source/renderer/InstancingModelRenderer.cpp:383
#11 0x082f4dd1 in ShaderModelRenderer::Render (this=0x8c6c7d0, modifier=..., context=..., flags=32) at ../../../source/renderer/ModelRenderer.cpp:752
#12 0x082cc6be in CRendererInternals::CallTranspModelRenderers (this=0x864d000, context=..., flags=flags@entry=32) at ../../../source/renderer/Renderer.cpp:394
#13 0x082c3fbc in CRenderer::RenderTransparentModels (this=this@entry=0x8b3e680, context=..., transparentMode=transparentMode@entry=TRANSPARENT_OPAQUE, frustum=frustum@entry=0x8b3e764)
    at ../../../source/renderer/Renderer.cpp:1060
#14 0x082c533d in CRenderer::RenderReflections (this=this@entry=0x8b3e680, context=..., scissor=...) at ../../../source/renderer/Renderer.cpp:1190
#15 0x082c80a2 in CRenderer::RenderSubmissions (this=this@entry=0x8b3e680) at ../../../source/renderer/Renderer.cpp:1488
#16 0x082c867d in CRenderer::RenderScene (this=0x8b3e680, scene=...) at ../../../source/renderer/Renderer.cpp:1785
#17 0x08255f0a in CGameView::Render (this=0x96a0708) at ../../../source/graphics/GameView.cpp:498
#18 0x081fc7c3 in Render () at ../../../source/ps/GameSetup/GameSetup.cpp:216
#19 0x081ad329 in CGame::ReallyStartGame (this=0x91aa5f8) at ../../../source/ps/Game.cpp:231
#20 0x08066397 in ProgressiveLoad () at ../../../source/main.cpp:218
#21 Frame () at ../../../source/main.cpp:311
#22 RunGameOrAtlas (argc=argc@entry=1, argv=argv@entry=0xbffff9b4) at ../../../source/main.cpp:472
#23 0x080588d4 in main (argc=1, argv=0xbffff9b4) at ../../../source/main.cpp:514

This doesn't happen on other maps as far as I've seen. But the Azure Coast is one of the biggest maps available.

Playing without glsl enabled will become irritating, as the texture used to visualise the temple aura is only visible with glsl. (just as the waterfalls, but that doesn't matter a lot).

Attachments (1)

system_info.txt (4.3 KB ) - added by sanderd17 10 years ago.

Download all attachments as: .zip

Change History (6)

by sanderd17, 10 years ago

Attachment: system_info.txt added

comment:1 by sanderd17, 10 years ago

Description: modified (diff)

in reply to:  description ; comment:2 by historic_bruno, 10 years ago

Replying to sanderd17:

Playing without glsl enabled will become irritating, as the texture used to visualise the temple aura is only visible with glsl.

Sounds like that should be fixed, I don't think we want to require GLSL to see auras :(

Can you list the non-default graphics options you're using? Based on the backtrace and the fact no one else has reported this crash, it seems most likely a driver bug. Maybe you can get debug symbols for the driver libs to see what functions are being called? (I suspect it won't mean much to us, but could be useful if reporting a driver bug upstream).

in reply to:  2 comment:3 by fabio, 10 years ago

Replying to historic_bruno:

Replying to sanderd17:

Playing without glsl enabled will become irritating, as the texture used to visualise the temple aura is only visible with glsl.

Sounds like that should be fixed, I don't think we want to require GLSL to see auras :(

A bit OT here, but rather than adding props to visually show auras to actors, it would be nice to have the props automatically added when gameplay aura is configured. With this it should be easier using a different aura model when not using GLSL (also it will simplify managing the xmls and avoid aura not synced between gameplay and visual).

(Even better aura could be dynamically generated like with territory borders for example adapting to terrain elevation.)

comment:4 by sanderd17, 10 years ago

preferglsl=true and gettangents=true is enough to get the crash. All other options are the same.

I agree that auras should also be visible without glsl. Dynamically generated things are harder to do, especially on moving entities, as you need special interpolation code for that.

comment:5 by historic_bruno, 9 years ago

Milestone: Backlog
Resolution: invalid
Status: newclosed

Haven't seen anyone else report this and it appeared to be a driver bug. Hopefully a driver update fixed the problem?

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