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Re: glvm crashes?
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Re: glvm crashes?



In both cases, they are running on Intel machines.

Unfortunately these stack traces are from customers. I've never been able to reproduce this error on my own hardware, so I don't have full information on the context.

But, the stack traces below are the _full_ stack traces on those particular threads... which is strange since they're both thread 0 and my application stack is missing. I'm guessing that the llvm "interpreter" temporarily acts as its own "machine" and doesn't give stack trace information further back.


On Thu, Aug 28, 2008 at 2:29 AM, Paul Sargent <email@hidden> wrote:

On 28 Aug 2008, at 05:11, Chris Meyer wrote:

I'm getting strange crashes in my CoreImage/OpenGL application. The crashes have stack traces like this:
Thread 0 Crashed:
0   libGLProgrammability.dylib    	0x9463857e glvmSamplerLoadTexels + 1998
1   libGLProgrammability.dylib    	0x9463d341 glvmSamplerSample + 10689
2   libGLProgrammability.dylib    	0x9464fe49 glvmInterpretFPTransformFour + 11049
3   GLRendererFloat               	0x1479597d gldLLVMFPTransform + 525
Does anyone have any clue where this code is coming from?
Thread 0 should normally contain the application main method, and run loop. But instead, it's showing this. Any ideas?
Here's another sample crash:
Thread 0 Crashed:
0   libGLProgrammability.dylib    	0x94b6a307 glvmRasterOpRead + 167
1   libGLProgrammability.dylib    	0x94b86681 glvmInterpretFPTransformFour + 13153
2   GLRendererFloat               	0x146af97d gldLLVMFPTransform + 525

I've seen similar stack traces, and I think they're to do with when the OpenGL implementation falls back to software. It seems to use LLVM to generate code at run-time. This is especially true on the Intel graphics chips. At some point in the stack trace you should see your code, but it's normally 10-20 frames back.

What hardware are you on?

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References: 
 >glvm crashes? (From: "Chris Meyer" <email@hidden>)
 >Re: glvm crashes? (From: Paul Sargent <email@hidden>)



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