http://bugs.freedesktop.org/show_bug.cgi?id=25934

           Summary: Segfaults while parsing a shader shown to work on other
                    platforms
           Product: Mesa
           Version: git
          Platform: x86-64 (AMD64)
        OS/Version: Linux (All)
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Drivers/DRI/r300
        AssignedTo: dri-devel@lists.sourceforge.net
        ReportedBy: reilith...@gmail.com


Created an attachment (id=32489)
 --> (http://bugs.freedesktop.org/attachment.cgi?id=32489)
A log of the gdb session with backtrace and shader source

After rebuilding Mesa (with debugging symbols) from the git master branch (at
revision 6f498a7eff26dc055c0a1f75ce3102aa4a1a0141 ), I am unable to run a game
that utilizes 3d accel and shaders that (mostly) worked previously.

This particular issue did not appear to affect me in my previous build (which
was also from git master branch built around 2009-12-24 or so, I believe).

I am running Gentoo ~amd64.  My graphics card is a Radeon X850.

The bug manifests with the following versions of software:

libdrm commit 5dbc1b333b85695735dc5b484372758b9979b693
mesa commit 6f498a7eff26dc055c0a1f75ce3102aa4a1a0141
xf86-video-ati commit 48aa5064aff4b9adf768e480df2312d4375e9c40
nvidia-cg-toolkit version 2.2.0010, build date Sep 29 2009 16:29:47.
CrystalSpace Revision: 33500
Planeshift Revision: 5164

I have attached a gdb session which includes a backtrace and (I believe) the
complete source of the shader that causes mesa to hiccup, and the full command
arguments that were passed to cgc.  I am willing to provide further information
if required.

Note that this shader does not seem to cause problems for other players of this
game on other platforms, but that this does not necessarily mean it is not,
itself, buggy or problematic.


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