https://bugs.freedesktop.org/show_bug.cgi?id=105755
--- Comment #9 from Swyter <swyterzone+mes...@gmail.com> ---
@imirkin I'm just doing this, nothing too fancy:
> glEnable(GL_DEBUG_OUTPUT);
> glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); GL_ASSERT;
> glDebugMessageCallback(GLErrorCallback, NULL); GL_ASSERT;
> glDebugMessageControl(
> GL_DONT_CARE,
> GL_DONT_CARE,
> GL_DONT_CARE,
> 0,
> NULL,
> TRUE
> ); GL_ASSERT;
If you take a look at the game log above you can see that it spits the compiler
info stats. Maybe I'm doing something wrong.
Anyway, here is a backtrace from a customer using i965 with an Intel(R) HD
Graphics 520. He is running a release build of Mesa, so it doesn't come with
debug symbols, but you can see that it is stuck at a DRI syscall at the end of
the frame, just like you said:
https://www.reddit.com/r/linux_gaming/comments/81t838/sphinx_and_the_cursed_mummy_freezes_at_intro/dvjsvop/
The only thing that appears in the stdout/err log from the driver side is this:
> i965: Failed to submit batchbuffer: Input/output error
(https://www.reddit.com/r/linux_gaming/comments/81t838/sphinx_and_the_cursed_mummy_freezes_at_intro/dvjhza6/)
Some of the other replies in that reddit thread may be of interest. I told him
to use the LIBGL_DEBUG=verbose env var, but it doesn't look too chatty.
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