Summary: | Second Life crashes on starting ( Linux 32bit ) [ resolved ] | ||
---|---|---|---|
Product: | Mesa | Reporter: | Piero Finizio <andabata12> |
Component: | glsl-compiler | Assignee: | Ian Romanick <idr> |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | CC: | shawn.starr |
Version: | unspecified | ||
Hardware: | x86 (IA32) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
Backtrace for assertion failure.
Valgrind log |
Description
Piero Finizio
2010-12-08 12:19:16 UTC
Created attachment 41803 [details]
Backtrace for assertion failure.
Yeah, same problem here with Second Life and r600c/r600g from Mesa git master. The backtrace is... interesting, because it's triggered by ir_call::clone, which presumably means this->callee->return_type must've somehow changed on us. Given the assertion in ir_call::set_callee, replacing this->callee shouldn't be able to cause this. There doesn't appear to be any code that modifies return_type for an existing ir_function_signature full stop. So I can't see how this backtrace should be possible. Also note: (gdb) up #4 ir_call::clone (this=0x7fffe7d9c560, mem_ctx=<value optimized out>, (gdb) print this->type $1 = (const glsl_type *) 0x7fffeab4b600 (gdb) print this->callee->return_type $2 = (const glsl_type *) 0x0 (gdb) print *this->type $3 = {gl_type = 5126, base_type = GLSL_TYPE_FLOAT, sampler_dimensionality = 0, sampler_shadow = 0, sampler_array = 0, sampler_type = 0, vector_elements = 1, matrix_columns = 1, name = 0x2b13b80 "float", length = 0, fields = {array = 0x0, parameters = 0x0, structure = 0x0}, (gdb) print *this->callee $5 = {<ir_instruction> = {<exec_node> = {next = 0x7fffd40ca2f0, prev = 0x7fffe7d83490}, _vptr.ir_instruction = 0x7fffe7b91ec0, ir_type = 69, type = 0x7fffe7b91ed0}, return_type = 0x0, parameters = {head = 0x1, tail = 0x7fffe7d86ca0, tail_pred = 0x0}, is_defined = 1, is_builtin = 0, body = {head = 0x0, tail = 0x21, tail_pred = 0x7fffd40ca340}, _function = 0x7fffe7b91f10} (gdb) print this->callee->_function $6 = (ir_function *) 0x7fffe7b91f10 (gdb) print *this->callee->_function $7 = {<ir_instruction> = {<exec_node> = {next = 0x21, prev = 0x7fffe7d9c060}, _vptr.ir_instruction = 0x0, ir_type = 3825205384, type = 0x20}, name = 0xb4 <Address 0xb4 out of bounds>, signatures = {head = 0x7fffd40ca420, tail = 0x7fffe7b91ff0, tail_pred = 0x0}} Memory corruption somewhere due to a use-after-free or similar, perhaps? Sadly, the Second Life viewer can't really be run under valgrind... This isn't just 32bit, but 64bit also, adjust bug title. Created attachment 42080 [details]
Valgrind log
Valgrind log showing the crash is caused by a use-after-free bug.
With last sources from Git repository, on RV530 and Fedora 14 32 bit, it doesn't crash but simply hangs, trying to load shaders. 2011-02-01T12:32:43Z INFO: setShaders: ~~~~~~~~~~~~~~~~~~ Loading Shaders: ~~~~~~~~~~~~~~~~~~ 2011-02-01T12:32:43Z INFO: loadShaderFile: Loading file: shaders/class1/windlight/atmosphericsVarsV.glsl (Want class 1) Progress or ulterior regression? ;) For me it crashes here: 2011-02-04T04:05:17Z DEBUG: createShader: SHADER FILE: environment/terrainV.glsl mShaderLevel=2 2011-02-04T04:05:17Z DEBUG: loadShaderFile: Loading shader file: environment/terrainF.glsl class 2 2011-02-04T04:05:17Z DEBUG: loadShaderFile: Looking in /home/spstarr/Downloads/Snowglobe-x86_64-1.4.0.0/app_settings/shaders/class2/environment/terrainF.glsl 2011-02-04T04:05:17Z INFO: loadShaderFile: Loading file: shaders/class2/environment/terrainF.glsl (Want class 2) GLSL source for shader 25: /** * @file terrainF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D detail_0; uniform sampler2D detail_1; uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 color); void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. /// TODO Confirm tex coords and bind them appropriately in vert shader. vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); /// Add WL Components outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb); gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); } GLSL IR for shader 25: ( (declare (uniform ) sampler2D alpha_ramp@0xb87e630) (declare (uniform ) sampler2D detail_3@0xb87e400) (declare (uniform ) sampler2D detail_2@0xb87e1d0) (declare (uniform ) sampler2D detail_1@0xb87dfc0) (declare (uniform ) sampler2D detail_0@0x9bfed20) (declare (in ) vec4 gl_FragCoord@0x993d2d0) (declare (in ) bool gl_FrontFacing@0x993d460) (declare (out ) vec4 gl_FragColor@0xc1b4c30) (declare (out ) float gl_FragDepth@0xc1b4e00) (declare (in ) vec4 gl_Color@0xc1b5030) (declare (in ) vec4 gl_SecondaryColor@0xc1b5260) (declare (in ) float gl_FogFragCoord@0xc1b5490) (declare (uniform ) mat4 gl_ModelViewMatrix@0xc1b56c0) (declare (uniform ) mat4 gl_ProjectionMatrix@0xab11780) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0xab119b0) (declare (uniform ) mat3 gl_NormalMatrix@0xab11b80) (declare (uniform ) mat4 gl_ModelViewMatrixInverse@0xab11db0) (declare (uniform ) mat4 gl_ProjectionMatrixInverse@0xab12000) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse@0xb2f8450) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose@0xb2f8670) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose@0xb2f88c0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose@0xb2f8b10) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose@0xb2f8d60) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose@0xb2f8fb0) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose@0xa7d6830) (declare (uniform ) float gl_NormalScale@0xa7d6a60) (declare (uniform ) gl_LightModelParameters gl_LightModel@0xa7d6c90) (declare () int gl_MaxLights@0xa7d6ec0) (declare () int gl_MaxClipPlanes@0xa7d71d0) (declare () int gl_MaxTextureUnits@0x9c022b0) (declare () int gl_MaxTextureCoords@0x9c025c0) (declare () int gl_MaxVertexAttribs@0x9c028d0) (declare () int gl_MaxVertexUniformComponents@0x9c02be0) (declare () int gl_MaxVaryingFloats@0xb5d7c30) (declare () int gl_MaxVertexTextureImageUnits@0xb5d7f40) (declare () int gl_MaxCombinedTextureImageUnits@0xb5d8270) (declare () int gl_MaxTextureImageUnits@0xb5d85a0) (declare () int gl_MaxFragmentUniformComponents@0xb5d88b0) (declare (uniform ) (array mat4 8) gl_TextureMatrix@0xcbdacf0) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse@0xcbdaf20) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose@0xcbdb150) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose@0xcbdb3a0) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange@0xcbdb5f0) (declare (uniform ) (array vec4 6) gl_ClipPlane@0xcbdb820) (declare (uniform ) gl_PointParameters gl_Point@0xcbdba50) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial@0xcb73360) (declare (uniform ) gl_MaterialParameters gl_BackMaterial@0xcb73590) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource@0xcb737c0) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct@0xcb739f0) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct@0xcb73c40) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct@0xcb73e90) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct@0x9a5eeb0) (declare (uniform ) (array vec4 8) gl_TextureEnvColor@0x9a5f0e0) (declare (uniform ) (array vec4 8) gl_EyePlaneS@0x9a5f310) (declare (uniform ) (array vec4 8) gl_EyePlaneT@0x9a5f540) (declare (uniform ) (array vec4 8) gl_EyePlaneR@0x9a5f770) (declare (uniform ) (array vec4 8) gl_EyePlaneQ@0x9a5f9a0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS@0x9a5fbd0) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT@0x9a5fe00) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR@0x9bfdf70) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ@0x9bfe1a0) (declare (uniform ) gl_FogParameters gl_Fog@0x9bfe3d0) (declare (in ) (array vec4 0) gl_TexCoord@0x9bfe590) (declare () int gl_MaxDrawBuffers@0x9bfe7c0) (declare (out ) (array vec4 8) gl_FragData@0x9bfead0) (function atmosLighting (signature vec3 (parameters (declare (in ) vec3 light@0xb87e860) ) ( )) ) (function scaleSoftClip (signature vec3 (parameters (declare (in ) vec3 color@0xb87ec00) ) ( )) ) (function texture2D (signature vec4 (parameters (declare (in ) sampler2D sampler@0xb559220) (declare (in ) vec2 P@0xb5592d0) ) ( )) ) (function mix (signature vec4 (parameters (declare (in ) vec4 arg0@0x9ade560) (declare (in ) vec4 arg1@0x9ade610) (declare (in ) float arg2@0x9ade6c0) ) ( )) ) (function main (signature void (parameters ) ( (declare () vec4 outColor@0xd684820) (declare () float alphaFinal@0xd6839b0) (declare () float alpha2@0x96edba0) (declare () float alpha1@0x99721b0) (declare () vec4 color3@0x680da80) (declare () vec4 color2@0x97ed6c0) (declare () vec4 color1@0x97ec950) (declare () vec4 color0@0xb558ad0) (declare (temporary ) vec4 texture2D_retval@0xb559490) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xb559490) (call texture2D ((var_ref detail_0@0x9bfed20) (swiz xy (array_ref (var_ref gl_TexCoord@0x9bfe590) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color0@0xb558ad0) (var_ref texture2D_retval@0xb559490) ) (declare (temporary ) vec4 texture2D_retval@0x97ecec0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x97ecec0) (call texture2D ((var_ref detail_1@0xb87dfc0) (swiz xy (array_ref (var_ref gl_TexCoord@0x9bfe590) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color1@0x97ec950) (var_ref texture2D_retval@0x97ecec0) ) (declare (temporary ) vec4 texture2D_retval@0x680d280) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x680d280) (call texture2D ((var_ref detail_2@0xb87e1d0) (swiz xy (array_ref (var_ref gl_TexCoord@0x9bfe590) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color2@0x97ed6c0) (var_ref texture2D_retval@0x680d280) ) (declare (temporary ) vec4 texture2D_retval@0x99719b0) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x99719b0) (call texture2D ((var_ref detail_3@0xb87e400) (swiz xy (array_ref (var_ref gl_TexCoord@0x9bfe590) (constant int (0)) ) ))) ) (assign (constant bool (1)) (xyzw) (var_ref color3@0x680da80) (var_ref texture2D_retval@0x99719b0) ) (declare (temporary ) vec4 texture2D_retval@0x9972720) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x9972720) (call texture2D ((var_ref alpha_ramp@0xb87e630) (swiz zw (array_ref (var_ref gl_TexCoord@0x9bfe590) (constant int (0)) ) ))) ) (assign (constant bool (1)) (x) (var_ref alpha1@0x99721b0) (swiz w (var_ref texture2D_retval@0x9972720) )) (declare (temporary ) vec4 texture2D_retval@0x96ee110) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0x96ee110) (call texture2D ((var_ref alpha_ramp@0xb87e630) (swiz xy (array_ref (var_ref gl_TexCoord@0x9bfe590) (constant int (1)) ) ))) ) (assign (constant bool (1)) (x) (var_ref alpha2@0x96edba0) (swiz w (var_ref texture2D_retval@0x96ee110) )) (declare (temporary ) vec4 texture2D_retval@0xd683f90) (assign (constant bool (1)) (xyzw) (var_ref texture2D_retval@0xd683f90) (call texture2D ((var_ref alpha_ramp@0xb87e630) (swiz zw (array_ref (var_ref gl_TexCoord@0x9bfe590) (constant int (1)) ) ))) ) (assign (constant bool (1)) (x) (var_ref alphaFinal@0xd6839b0) (swiz w (var_ref texture2D_retval@0xd683f90) )) (declare (temporary ) vec4 mix_retval@0x9ade880) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0x9ade880) (call mix ((var_ref color3@0x680da80) (var_ref color2@0x97ed6c0) (var_ref alpha2@0x96edba0) )) ) (declare (temporary ) vec4 mix_retval@0x9adee20) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0x9adee20) (call mix ((var_ref color1@0x97ec950) (var_ref color0@0xb558ad0) (var_ref alpha1@0x99721b0) )) ) (declare (temporary ) vec4 mix_retval@0xd1d03c0) (assign (constant bool (1)) (xyzw) (var_ref mix_retval@0xd1d03c0) (call mix ((var_ref mix_retval@0x9ade880) (var_ref mix_retval@0x9adee20) (var_ref alphaFinal@0xd6839b0) )) ) (assign (constant bool (1)) (xyzw) (var_ref outColor@0xd684820) (var_ref mix_retval@0xd1d03c0) ) (declare (temporary ) vec3 atmosLighting_retval@0xd1d10e0) (assign (constant bool (1)) (xyz) (var_ref atmosLighting_retval@0xd1d10e0) (call atmosLighting ((expression vec3 * (swiz xyz (var_ref mix_retval@0xd1d03c0) )(swiz xyz (var_ref gl_Color@0xc1b5030) )) )) ) (assign (constant bool (1)) (xyz) (var_ref outColor@0xd684820) (var_ref atmosLighting_retval@0xd1d10e0) ) (declare (temporary ) vec3 scaleSoftClip_retval@0xcf4b320) (assign (constant bool (1)) (xyz) (var_ref scaleSoftClip_retval@0xcf4b320) (call scaleSoftClip ((swiz xyz (var_ref outColor@0xd684820) ))) ) (declare (temporary ) vec4 vec_ctor@0xcf4b6e0) (assign (constant bool (1)) (w) (var_ref vec_ctor@0xcf4b6e0) (constant float (1.000000)) ) (assign (constant bool (1)) (xyz) (var_ref vec_ctor@0xcf4b6e0) (var_ref scaleSoftClip_retval@0xcf4b320) ) (assign (constant bool (1)) (xyzw) (var_ref gl_FragColor@0xc1b4c30) (var_ref vec_ctor@0xcf4b6e0) ) )) ) ) 2011-02-04T04:05:17Z DEBUG: createShader: SHADER FILE: environment/terrainF.glsl mShaderLevel=2 2011-02-04T04:05:17Z INFO: do_basic_glibc_backtrace: Opening stack trace file /home/spstarr/.secondlife/logs/stack_trace.log 2011-02-04T04:05:17Z INFO: handleViewerCrash: Handle viewer crash entry. 2011-02-04T04:05:17Z INFO: print: ************* PRINT OUT LL CALL STACKS ************* I am using 2.6.38-rc3 kernel from rawhide, latest mesa in rawhide. ...and it finally works.:) FPS are near to the proprietary drivers performance and well satured colours too. Dear developers thanks for your efforts. Software: OS: 32bit,Fedora release 14 (Laughlin), Kernel: 2.6.38-0.rc7.git4.1.fc15.i686 (i686), Desktop: KDE 4.5.5, Display Server: X Server 1.9.4, Display Driver: radeon 6.14.99, OpenGL: 2.1 Mesa 7.11-devel Gallium 0.4, Compiler: GCC 4.5.1. Errata Corrige: "well *saturated* colours". Graphics: AMD Mobility Radeon X1700 (RV530), r300 driver, sources from Mesa git repository 09/03/2011 h.10.30 (EU) I have changed the title waiting the confirmation from 64bit users to close the bug. (In reply to comment #9) > Errata Corrige: "well *saturated* colours". > > Graphics: AMD Mobility Radeon X1700 (RV530), r300 driver, sources from Mesa git > repository 09/03/2011 h.10.30 (EU) > > I have changed the title waiting the confirmation from 64bit users to close > the bug. I will test this this evening and confirm on 64bit (In reply to comment #10) > (In reply to comment #9) > > Errata Corrige: "well *saturated* colours". > > > > Graphics: AMD Mobility Radeon X1700 (RV530), r300 driver, sources from Mesa git > > repository 09/03/2011 h.10.30 (EU) > > > > I have changed the title waiting the confirmation from 64bit users to close > > the bug. > > I will test this this evening and confirm on 64bit Any updates? It's been a couple weeks. I filed this bug for Linux 32bit and it has been resolved more than 2 weeks ago. I was waiting the report from users with Linux 64bit to close it, but this confirmation lacks rapidity. We cannot mantain opened the thread for undefined time so i modified the heading and closed it. All Gods were immortal. -- Stanislaw J. Lem, "Unkempt Thoughts" |
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