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

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https://bugs.launchpad.net/bugs/1627540

Title:
  glmark2 segfault when running on PowerPC G5 QUAD

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