On Mon, Mar 5, 2012 at 9:37 PM, Eric Anholt <e...@anholt.net> wrote: > On Thu, 1 Mar 2012 19:18:50 +0100, Marek Olšák <mar...@gmail.com> wrote: >> On Thu, Mar 1, 2012 at 5:28 PM, Eric Anholt <e...@anholt.net> wrote: >> > On Thu, 1 Mar 2012 16:50:40 +0100, Marek Olšák <mar...@gmail.com> wrote: >> >> Hi Eric, >> >> >> >> this commit breaks StarCraft II running on Wine traced by apitrace >> >> on r600g. Wine is most probably stuck in a deadlock. It prints these >> >> error messages: >> >> >> >> err:seh:setup_exception_record stack overflow 2412 bytes in thread >> >> 0024 eip 00437fdb esp 00c409c4 stack 0xc40000-0xc41000-0xd40000 >> >> err:ntdll:RtlpWaitForCriticalSection section 0x7dce41e0 >> >> "x11drv_main.c: X11DRV_CritSection" wait timed out in thread 0025, >> >> blocked by 0024, retrying (60 sec) >> >> err:ntdll:RtlpWaitForCriticalSection section 0x72e200 "?" wait timed >> >> out in thread 0023, blocked by 0024, retrying (60 sec) >> >> err:ntdll:RtlpWaitForCriticalSection section 0x72e200 "?" wait timed >> >> out in thread 0009, blocked by 0024, retrying (60 sec) >> >> etc. >> >> >> >> Reverting this commit (and also the egl automake commits to avoid >> >> conflicts) fixes the issue. >> >> >> >> Do you have any idea about what might have gone wrong? >> > >> > Hmm, weird. Defines were my first idea, the diff of all defines used in >> > the compile is: > [...] >> > >> > Could you stick a debugger on it and see where it's stopped, at least? >> >> Sorry, I haven't been able to obtain a useful backtrace from wine. I >> have no idea how to debug this. > > Just to be clear: Is the failure mode only when apitracing wine, and not > when running wine standalone or when running glretrace of any resulting > trace? > > Does it require SC2, or can other apps be used to reproduce the failure? > Any freely downloadable apps by chance? > > (That said, wine appears to be totally hosed for me currently, on 8.0 or > master, with a segfault almost all the time due to a missing buffer > object for one of my winsys renderbuffers)
In the process of trying to figure out why SC2 was so slow today, I hit a GPU hang, so I tried apitracing it and hit this problem. I reverted automaking glx and was able to trace it. I tried to replay the trace (this time with a 64-bit apitrace and i965_dri.so, which crashed). I rebuilt 64-bit Mesa with automake glx reverted and sure enough it worked, so I've got a trace that works before and fails after. Hopefully it'll point to the problem of SC2 hanging under WINE/apitrace. I'll figure out how to trim it (it's 5.4GB now) and send it to you. Matt _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev