https://bugs.freedesktop.org/show_bug.cgi?id=80419 --- Comment #127 from Davin McCall --- The comment above from Jose Fonseca (and follow up from Feral's Edwin Smith) imply that the problem here is with the game calling glDrawRangeElementsBaseVertex with bad start/end values, resulting in the indices being out-of-range which is illegal per the GL spec, and implying that this is what causes the crash. I have tried patching Mesa to effectively reduce glDrawRangeElementsBaseVertex calls to glDrawElementsBaseVertex (i.e. same method but with no start/end supplied). Patch follows below (inline because it is so short). However, I am sorry to say that this did *not* prevent the crashes. I conclude that there may still be a bug in Mesa and/or kernel space DRM (although it's possible my patch isn't having the effect I intended - I'm not familiar enough with Mesa code base to be sure). diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c index f0245fd..d1f4ac6 100644 --- a/src/mesa/vbo/vbo_exec_array.c +++ b/src/mesa/vbo/vbo_exec_array.c @@ -935,7 +935,9 @@ vbo_exec_DrawRangeElementsBaseVertex(GLenum mode, (void) check_draw_elements_data; #endif - vbo_validated_drawrangeelements(ctx, mode, index_bounds_valid, start, end, + //vbo_validated_drawrangeelements(ctx, mode, index_bounds_valid, start, end, + // count, type, indices, basevertex, 1, 0); + vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0, count, type, indices, basevertex, 1, 0); } -- You are receiving this mail because: You are the assignee for the bug.