I moved the programs directory out of the way but it doesn't appear to make a difference. Also here is the result if I use stepi 1 two times instead of stepi 100 which should be as close to the cause as we can get:
Code: Select all
Breakpoint 2, 0xb2a488a4 in _mesa_problem () from /usr/lib/dri/i915_dri.so
(gdb) bt
#0 0xb2a488a4 in _mesa_problem () from /usr/lib/dri/i915_dri.so
#1 0xb2a1bb6a in ?? () from /usr/lib/dri/i915_dri.so
#2 0x00000000 in ?? ()
(gdb) step
Single stepping until exit from function _mesa_problem,
which has no line number information.
Mesa 6.5.2 implementation error: User called no-op dispatch function (an unsupported extension function?)
Please report at bugzilla.freedesktop.org
Warning:
Cannot insert breakpoint 0.
Error accessing memory address 0x0: Input/output error.
(gdb) bt
#0 0xb2a1bb6a in ?? () from /usr/lib/dri/i915_dri.so
#1 0x00000000 in ?? ()
(gdb) step
Cannot find bounds of current function
(gdb) stepi 1
0xb2a1bb6c in ?? () from /usr/lib/dri/i915_dri.so
(gdb) bt
#0 0xb2a1bb6c in ?? () from /usr/lib/dri/i915_dri.so
#1 0x00000000 in ?? ()
(gdb) stepi 1
0xb2a1bb6d in ?? () from /usr/lib/dri/i915_dri.so
(gdb) bt
#0 0xb2a1bb6d in ?? () from /usr/lib/dri/i915_dri.so
#1 0x08a9e9bd in GFXActivateShader (program=0x0) at src/gldrv/gl_program.cpp:275
#2 0x088cf3b7 in Mesh::ProcessZFarMeshes (nocamerasetup=false) at src/gfx/mesh_gfx.cpp:438
#3 0x08847313 in GameStarSystem::Draw (this=0xcaa0010, DrawCockpit=true) at src/star_system.cpp:491
#4 0x08851740 in GameUniverse::StartDraw (this=0x99ae168) at src/universe.cpp:322
#5 0x08833b12 in main_loop () at src/main_loop.cpp:1102
#6 0x08ac1973 in winsys_process_events () at src/gldrv/winsys.cpp:500
#7 0x08aa150c in GFXLoop (main_loop=0x8ac3a7c <bootstrap_first_loop()>) at src/gldrv/gl_init.cpp:602
#8 0x0885278f in GameUniverse::Loop (this=0x99ae168, main_loop=0x8ac3a7c <bootstrap_first_loop()>) at src/universe.cpp:186
#9 0x08ac556c in main (argc=1, argv=0xbfb7a884) at src/main.cpp:331
(gdb) bt full
#0 0xb2a1bb6d in ?? () from /usr/lib/dri/i915_dri.so
No symbol table info available.
#1 0x08a9e9bd in GFXActivateShader (program=0x0) at src/gldrv/gl_program.cpp:275
defaultprogram = 0
curprogram = 0
lastprogram = 0x0
#2 0x088cf3b7 in Mesh::ProcessZFarMeshes (nocamerasetup=false) at src/gfx/mesh_gfx.cpp:438
defaultprogram = -1078484264
meshcolor = {r = 0, g = 0, b = 0, a = 0}
#3 0x08847313 in GameStarSystem::Draw (this=0xcaa0010, DrawCockpit=true) at src/star_system.cpp:491
starttime = 99.038297176361084
par = (class Unit *) 0xfb85c18
alreadysetviewport = true
setupdrawtime = 0.028386831283569336
drawtime = 0.25620508193969727
maxdrawtime = 0
drawstartpos = {i = -10000000009000, j = -10029998.919193029, k = 500305.44443893433}
key_iterator = {position = {i = -10000000009000, j = -10029998.919193029, k = 500305.44443893433}, radius = -0.0799999982,
ref = {unit = 0x0, bolt_index = 0}}
drawer = {<UnitWithinRangeLocator<UnitDrawer>> = {action = {gravunits = {_M_ht = {
_M_node_allocator = {<__gnu_cxx::new_allocator<__gnu_cxx::_Hashtable_node<std::pair<void* const, UnitDrawer::empty> > >> = {<No data fields>}, <No data fields>}, _M_hash = {a = {<No data fields>}}, _M_equals = {<> = {<No data fields>}, <No data fields>},
_M_get_key = {<> = {<No data fields>}, <No data fields>},
_M_buckets = {<std::_Vector_base<__gnu_cxx::_Hashtable_node<std::pair<void* const, UnitDrawer::empty> >*,std::allocator<__gnu_cxx::_Hashtable_node<std::pair<void* const, UnitDrawer::empty> >*> >> = {
_M_impl = {<std::allocator<__gnu_cxx::_Hashtable_node<std::pair<void* const, UnitDrawer::empty> >*>> = {<__gnu_cxx::new_allocator<__gnu_cxx::_Hashtable_node<std::pair<void* const, UnitDrawer::empty> >*>> = {<No data fields>}, <No data fields>},
_M_start = 0x11f60d30, _M_finish = 0x11f61034, _M_end_of_storage = 0x11f61034}}, <No data fields>},
_M_num_elements = 0}}, parent = 0x0, parenttarget = 0x0}, startkey = -10000000009000, radius = 500000000,
maxUnitRadius = 0}, <No data fields>}
unit = (class Unit *) 0x0
parent = (Collidable *) 0xf95ca60
tmpcol = {r = 0, g = 0, b = 0, a = 1}
processmesh = 99.924643039703369
neb = (class Nebula *) 0x8473f27
ident = {r = {4.32861096e-42, 8.40779079e-43, 1.40129846e-45, 1.40129846e-45, -1.4346838, -2.09084199e-08, 3.80161632e-33,
4.32861096e-42, 0}, p = {i = 2.1219960874046598e-314, j = -0.092343807220458998, k = 6.5549168552279131e-311}}
fintime = 0
always_make_smooth = false
precull_distance = 500000000
DrawNearStarsLast = false
#4 0x08851740 in GameUniverse::StartDraw (this=0x99ae168) at src/universe.cpp:322
x = 0
y = 0
w = 1
h = 1
i = 0
lastStarSystem = (class StarSystem *) 0x0
systime = -1.43475819
numrunningsystems = 0
nonactivesystemtime = 0
sorttime = 0
howoften = 0
numrunningsystems = 0
deleteoldsystems = false
#5 0x08833b12 in main_loop () at src/main_loop.cpp:1102
No locals.
#6 0x08ac1973 in winsys_process_events () at src/gldrv/winsys.cpp:500
event = {type = 17 '\021', active = {type = 17 '\021', gain = 234 'ê', state = 81 'Q'}, key = {type = 17 '\021',
which = 234 'ê', state = 81 'Q', keysym = {scancode = 25 '\031', sym = 771751938, mod = 3216483784, unicode = 42436}},
motion = {type = 17 '\021', which = 234 'ê', state = 81 'Q', x = 25, y = 0, xrel = 2, yrel = 11776}, button = {type = 17 '\021',
which = 234 'ê', button = 81 'Q', state = 8 '\b', x = 25, y = 0}, jaxis = {type = 17 '\021', which = 234 'ê', axis = 81 'Q',
value = 25}, jball = {type = 17 '\021', which = 234 'ê', ball = 81 'Q', xrel = 25, yrel = 0}, jhat = {type = 17 '\021',
which = 234 'ê', hat = 81 'Q', value = 8 '\b'}, jbutton = {type = 17 '\021', which = 234 'ê', button = 81 'Q', state = 8 '\b'},
resize = {type = 17 '\021', w = 25, h = 771751938}, expose = {type = 17 '\021'}, quit = {type = 17 '\021'}, user = {
type = 17 '\021', code = 25, data1 = 0x2e000002, data2 = 0xbfb7a5c8}, syswm = {type = 17 '\021', msg = 0x19}}
key = 3081871348
x = 161144192
y = -1213095948
state = false
handle_unicode_kb = true
keysym_to_unicode = {0 <repeats 256 times>}
keysym_to_unicode_init = true
#7 0x08aa150c in GFXLoop (main_loop=0x8ac3a7c <bootstrap_first_loop()>) at src/gldrv/gl_init.cpp:602
are_we_looping = true
__PRETTY_FUNCTION__ = "void GFXLoop(void (*)())"
#8 0x0885278f in GameUniverse::Loop (this=0x99ae168, main_loop=0x8ac3a7c <bootstrap_first_loop()>) at src/universe.cpp:186
No locals.
#9 0x08ac556c in main (argc=1, argv=0xbfb7a884) at src/main.cpp:331
temp = {<std::_Vector_base<std::vector<char, std::allocator<char> >,std::allocator<std::vector<char, std::allocator<char> > > >> = {
_M_impl = {<std::allocator<std::vector<char, std::allocator<char> > >> = {<__gnu_cxx::new_allocator<std::vector<char, std::allocator<char> > >> = {<No data fields>}, <No data fields>}, _M_start = 0x99ac518, _M_finish = 0x99ac644,
_M_end_of_storage = 0x99ac644}}, <No data fields>}