The Talos Principle http://store.steampowered.com/app/257510/ when run on Intel Bay Trail, gives the following terminal output: WRN: CPU Power saving is enabled and performance governor is not used. INF: Encoded user ID = 5e0fcd6f:273234ea INF: INF: * Desktop settings... INF: Color depth: 32-bit INF: Desktop resolution: 1366 x 768 INF: [OpenGL] Detected GLSL 1.30 WRN: [OpenGL] "GL_ARB_get_program_binary" extension is present but not used because no binary formats are exposed. WRN: [OpenGL] Unable to determine VRAM size... assuming 512 MB. INF: INF: Gfx API: OpenGL INF: Resolution: 800 x 600 INF: Vendor: Intel (0x8086) INF: Driver: Intel Open Source Technology Center (0x0F31) INF: Renderer: Mesa DRI Intel(R) Bay Trail x86/MMX/SSE2 INF: Version: 3.0 Mesa 10.5.0-devel (git-6094619 2015-01-31 utopic-oibaf-ppa) INF: Video memory size: 512 MB INF: Available for textures: 512 MB INF: Shader model version: 3.1 INF: Active GPU(s): 1 INF: Allowed memory size used for streaming: 256.0 MB INF: Unable to check for correct version of display driver! WRN: Unknown number of speakers, defaulting to stereo output ERR: Error occured during thread priority setting. (Error: 13 - Permission denied) INF: INF: Sfx API: OpenAL INF: Software mixer: enabled INF: Current device: OpenAL Soft (OpenAL Soft) INF: Available devices: INF: 0: OpenAL Soft (OpenAL Soft) INF: Mixer frequency: 44100 Hz INF: Mixer voices: 0 INF: Max sound sources: 15 INF: Max total volume: 3 INF: Speaker config: (unknown) INF: Environment FX: enabled INF: Current environment: Padded cell INF: INF: HTTP request failed. INF: AutoDetect: Hardware values unchanged, nothing to do. INF: [OpenGL] Detected GLSL 1.30 WRN: [OpenGL] "GL_ARB_get_program_binary" extension is present but not used because no binary formats are exposed. WRN: [OpenGL] Unable to determine VRAM size... assuming 512 MB. INF: INF: Gfx API: OpenGL INF: Resolution: 800 x 600 INF: Vendor: Intel (0x8086) INF: Driver: Intel Open Source Technology Center (0x0F31) INF: Renderer: Mesa DRI Intel(R) Bay Trail x86/MMX/SSE2 INF: Version: 3.0 Mesa 10.5.0-devel (git-6094619 2015-01-31 utopic-oibaf-ppa) INF: Video memory size: 512 MB INF: Available for textures: 512 MB INF: Shader model version: 3.1 INF: Active GPU(s): 1 INF: Allowed memory size used for streaming: 256.0 MB INF: Crash! (Segmentation fault) Segmentation fault (core dumped) I can run the game but sometimes get Segfault like above terminal output. From the terminal output you can see the game can not determine video ram size, WRN: [OpenGL] Unable to determine VRAM size... assuming 512 MB. System: Intel(R) Celeron(R) CPU N2840 @ 2.16GHz RAM: 4GB Kubuntu 14.10 Linux kernel 3.18.5-031805-lowlatency Mesa git-6094619 2015-01-31 utopic-oibaf-ppa X.Org X Server 1.16.0 tested GPU Intel Bay Trail, device id: 0f31
If possible, please attach a gdb backtrace output from the crash.
I am afraid, the game does not get segfault all the time. I have run the game several times so far with only one segfault while launching when I switch the game using Alt+Tab. Which command combination should I use for gdb backtrace? I might will give it another try
(In reply to Md Imam Hossain from comment #2) > I am afraid, the game does not get segfault all the time. I have run the > game several times so far with only one segfault while launching when I > switch the game using Alt+Tab. Which command combination should I use for > gdb backtrace? I might will give it another try I usually launch a separate terminal window and then attach to the running game with gdb. gdb -p <game process id> 'c' to continue then go back to game and try to make it crash. When crashing switch back to the terminal window and check the backtrace with 'bt full'.
(gdb) bt full #0 0xf5397460 in ?? () No symbol table info available. #1 0xf558547b in _XEnq () from /usr/lib/i386-linux-gnu/libX11.so.6 No symbol table info available. #2 0xf55823ae in ?? () from /usr/lib/i386-linux-gnu/libX11.so.6 No symbol table info available. #3 0xf5583256 in _XReply () from /usr/lib/i386-linux-gnu/libX11.so.6 No symbol table info available. #4 0xf54f934c in ?? () from /usr/lib/i386-linux-gnu/libXrandr.so.2 No symbol table info available. #5 0x09581788 in ?? () No symbol table info available. #6 0x09586562 in ?? () No symbol table info available. #7 0x0963d8cb in ?? () No symbol table info available. #8 0x090ae4c1 in ?? () No symbol table info available. #9 0x084f8b60 in ?? () No symbol table info available. #10 0x084f90a3 in ?? () No symbol table info available. #11 0x084f9fd3 in ?? () No symbol table info available. #12 0x0902c402 in ?? () No symbol table info available. #13 0x0948d6a9 in ?? () No symbol table info available. #14 0x0948daf8 in ?? () No symbol table info available. #15 0x080500eb in ?? () No symbol table info available. #16 0xf7d17a83 in __libc_start_main () from /lib/i386-linux-gnu/libc.so.6 No symbol table info available. #17 0x084e7165 in ?? () No symbol table info available. The game seems to crash only when I use Alt+Tab and the game tries to restore game resolution. Which may be different issue than this bug.
(gdb) c Continuing. INF: Crash! (Segmentation fault) Program received signal SIGSEGV, Segmentation fault. 0xf7bff92e in ?? () from /lib/i386-linux-gnu/libgcc_s.so.1
(gdb) c Continuing. [Thread 0xf2efbb40 (LWP 3698) exited] [Thread 0xf7accb40 (LWP 3685) exited] [Thread 0xe1e0cb40 (LWP 3724) exited] [Thread 0xed1f1b40 (LWP 3701) exited] [Thread 0xee3deb40 (LWP 3700) exited] [Thread 0xee4ffb40 (LWP 3699) exited] [Thread 0xf61a9b40 (LWP 3688) exited] [Thread 0xf6acab40 (LWP 3687) exited] [Thread 0xf72cbb40 (LWP 3686) exited] [Thread 0xec990b40 (LWP 3702) exited] Program terminated with signal SIGSEGV, Segmentation fault. The program no longer exists.
The game just doesn't know how to determine the available memory on Intel drivers. That has nothing to do with the crash. The backtrace in comment #4 is not in the application or in the OpenGL driver. It's down in libX11 from libXrandr. I don't think this has anything to do with the 3D driver. It's most likely either a bug of some sort in the game, the window manager, or the 2D driver. Chris, do you have any thoughts?
(In reply to Ian Romanick from comment #7) > The game just doesn't know how to determine the available memory on Intel > drivers. That has nothing to do with the crash. > > The backtrace in comment #4 is not in the application or in the OpenGL > driver. It's down in libX11 from libXrandr. I don't think this has > anything to do with the 3D driver. It's most likely either a bug of some > sort in the game, the window manager, or the 2D driver. > > Chris, do you have any thoughts? -> NOTOURBUG?
Peculiar memory corruption is all that I can think of to explain crashing inside _XEnq; that Display was sufficiently intact to get that far before exploding is odd... Unless they are using the Display from multiple threads and haven't called XInitThreads. That's more likely than a carefully timed and precise stray write.
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