On Sat, 2016-07-09 at 20:21 +0300, Grazvydas Ignotas wrote: > On Sat, Jul 9, 2016 at 10:02 AM, Timothy Arceri > <timothy.arc...@collabora.com> wrote: > > On Fri, 2016-07-01 at 14:12 +1000, Timothy Arceri wrote: > > > On Thu, 2016-06-30 at 00:59 +0300, Grazvydas Ignotas wrote: > > > > On Wed, Jun 29, 2016 at 3:11 PM, Timothy Arceri > > > > <timothy.arc...@collabora.com> wrote: > > > > > On Wed, 2016-06-29 at 03:47 +0300, Grazvydas Ignotas wrote: > > > > > > > > Steps to reproduce: > > > > rm -rf ~/.cache/mesa > > > > MESA_GLSL_CACHE_ENABLE=1 glretrace -b > > > > Soma_slow_trim.x86_64.trace > > > > MESA_GLSL_CACHE_ENABLE=1 glretrace -b Soma.bin.x86_64.trace # > > > > from > > > > bug 92229 > > > > > > > > The first one should hit an assert due to reasons unrelated to > > > > cache, > > > > after that playing the second one crashes on free() due to some > > > > corruption for me. If you remove the "bad" cache and just play > > > > the > > > > second one, it works with empty and it's own full cache. > > > > > > I couldn't hit a crash using this method. However these traces do > > > hit > > > a > > > bug with the previous hack I did that could be the problem you > > > are > > > seeing. I've pushed a fix to the same branch. > > > > > > Now I'm trying to track down a problem where the walls and floor > > > in > > > the > > > room are missing in the trace from the bug on the first run. They > > > are > > > there in the second run so it seems like another bug in the > > > fallback > > > code. > > > > Not sure if you are still interested in testing but I've just > > pushed > > some updates to the shader-cache branch. These replace the missing > > shader source hack with a proper solution, fix some UBO bugs and > > fix a > > couple of other issues noticed alone the way. > > > > More than happy for you to point out further issues :) > > I think I still have some more: > - running 32bit program after 64bit version of the same thing (or > vice > versa) leads to segfaults and assert hits. Probably easiest to build > 32bit and 64bit apitrace and play some traces. > - a trace from comment 2 of bug 96624 doesn't seem to render on > cache.
I can't seem to reproduce this. I created some traces using the 32-bit and 64-bit versions of The Talos Principle but they seems to run with no issues. I've pushed updates to the shader-cache branch maybe I fixed something. > > Other than that my traces and games seem to be fine, will report in > case I encounter anything else. Thanks again for testing. > > Gražvydas > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev