Public bug reported: glmark2 -d Debug: Found 60 matching FB configs. Debug: GLX chosen config ID: 0x7b Native Visual ID: 0x2d3 Debug: Buffer: 32 bits Debug: Red: 8 bits Debug: Green: 8 bits Debug: Blue: 8 bits Debug: Alpha: 8 bits Debug: Depth: 24 bits Debug: Stencil: 0 bits Debug: Creating XWindow W: 800 H: 600 VisualID: 0x2d3 Info: ======================================================= Info: glmark2 2014.03+git20150611.fa71af2d Info: ======================================================= Info: OpenGL Information Info: GL_VENDOR: X.Org Info: GL_RENDERER: Gallium 0.4 on AMD RV730 (DRM 2.43.0) Info: GL_VERSION: 3.0 Mesa 11.2.0 Info: ======================================================= Debug: Loading vertex shader from file None: Debug: const vec4 MaterialDiffuse = vec4(1.000000, 1.000000, 1.000000, 1.000000); Debug: const vec4 LightSourcePosition = vec4(20.000000, 20.000000, 10.000000, 1.000000); Debug: attribute vec3 position; Debug: attribute vec3 normal; Debug: attribute vec2 texcoord; Debug: Debug: uniform mat4 ModelViewProjectionMatrix; Debug: uniform mat4 NormalMatrix; Debug: Debug: varying vec4 Color; Debug: varying vec2 TextureCoord; Debug: Debug: void main(void) Debug: { Debug: // Transform the normal to eye coordinates Debug: vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0))); Debug: Debug: // The LightSourcePosition is actually its direction for directional light Debug: vec3 L = normalize(LightSourcePosition.xyz); Debug: Debug: // Multiply the diffuse value by the vertex color (which is fixed in this case) Debug: // to get the actual color that we will use to draw this vertex with Debug: float diffuse = max(dot(N, L), 0.0); Debug: Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a); Debug: Debug: // Set the texture coordinates as a varying Debug: TextureCoord = texcoord; Debug: Debug: // Transform the position to clip coordinates Debug: gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0); Debug: } Debug: Loading fragment shader from file None: Debug: #ifdef GL_ES Debug: precision mediump float; Debug: #endif Debug: varying vec4 Color; Debug: varying vec2 TextureCoord; Debug: Debug: void main(void) Debug: { Debug: gl_FragColor = Color; Debug: } Debug: Loading model from 3ds file '/usr/share/glmark2/models/horse.3ds' Segmentation fault (core dumped)
ProblemType: Bug DistroRelease: Ubuntu 16.04 Package: glmark2 2014.03+git20150611.fa71af2d-0ubuntu2 ProcVersionSignature: Ubuntu 4.4.0-38.57-powerpc64-smp 4.4.19 Uname: Linux 4.4.0-38-powerpc64-smp ppc64 ApportVersion: 2.20.1-0ubuntu2.1 Architecture: powerpc CurrentDesktop: MATE Date: Sun Sep 25 23:10:40 2016 InstallationDate: Installed on 2016-08-24 (32 days ago) InstallationMedia: Ubuntu-MATE 16.04.1 LTS "Xenial Xerus" - Release powerpc (20160719) SourcePackage: glmark2 UpgradeStatus: No upgrade log present (probably fresh install) ** Affects: glmark2 (Ubuntu) Importance: Undecided Status: New ** Tags: apport-bug powerpc xenial -- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/1627540 Title: glmark2 segfault when running on PowerPC G5 QUAD To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/glmark2/+bug/1627540/+subscriptions -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs