Segfault on exit (Linux x86_64, primusrun)

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apRklRoPAQf
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Segfault on exit (Linux x86_64, primusrun)

Post by apRklRoPAQf »

Hello, I need help in figuring out what the hell is happening here ;D
And, just for note, no crazy stuff like a --z0mfgoptimize or systemwide -O3 involved:

CFLAGS="-march=x86-64 -mtune=generic -mfpmath=sse -O2 -pipe"
CXXFLAGS="${CFLAGS}"
CHOST="x86_64-pc-linux-gnu"

The issue details are in *_primusrun.txt log files.
Yes I know this is not the most common use case.
Attachments
backtrace_optirun_vgl.txt
It does not happens with a vgl bridge, igp or even nvidia-only bootup scenario.
(1.04 KiB) Downloaded 37 times
fullrunlog_primusrun.txt
(6.99 KiB) Downloaded 37 times
backtrace_primusrun.txt
(3.71 KiB) Downloaded 35 times
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Rachael
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Re: Segfault on exit (Linux x86_64, primusrun)

Post by Rachael »

I've moved this to Technical Issues, as this is obviously a self-compiled binary. That being said, there's not enough information here for me to make a definitive statement about what's happening. You aren't even telling us exactly what you're doing when the crash occurs - the only thing I can infer from the log is you're running MAP01 just fine, but when you get to MAP02 it attempts to destroy the OpenGL buffer, doesn't state why it does that, nor how long it takes after entering MAP02 for that to happen.
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apRklRoPAQf
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Re: Segfault on exit (Linux x86_64, primusrun)

Post by apRklRoPAQf »

Ok, my bad, my bad.
It was a debug build for debug symbols. Was unnecessary, I got it.

Map or iwad doesn't really matters. Just a segfault on exiting the game. As example map 24 doom2.wad in the attachment. Press the esc key, select exit game on virtually any map or wad (with any iwad). And it happens only when gzdoom is launched with the primusrun (or optirun -b primus).

https://wiki.archlinux.org/index.php/Bu ... #Primusrun this thing.
Attachments
run_n_trace_log.txt
https://www.zdoom.org/downloads This time an official build I guess.
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Rachael
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Re: Segfault on exit (Linux x86_64, primusrun)

Post by Rachael »

Okay. This is something I have no experience with, I am sorry to say. I am hoping someone does, because while I haven't fully made the move to Linux just yet, I will no doubt be using the same tools. I have Optimus on my laptop, as well.
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Graf Zahl
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Re: Segfault on exit (Linux x86_64, primusrun)

Post by Graf Zahl »

Please try to run gzdoom with +vm_jit 0. The call trace is incomplete because it fails to handle the JIT frames in there. But from what is there the game goes through the regular shutdown procedure but I cannot see what makes it terminate.
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apRklRoPAQf
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Re: Segfault on exit (Linux x86_64, primusrun)

Post by apRklRoPAQf »

Np.
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gzdoom-crash-log.txt
+vm_jit 0
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Rachael
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Re: Segfault on exit (Linux x86_64, primusrun)

Post by Rachael »

Can you do that again in your debug build? Release builds do not contain debug information.
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apRklRoPAQf
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Re: Segfault on exit (Linux x86_64, primusrun)

Post by apRklRoPAQf »

Yep.
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debug_build_logs.txt
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