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Operating Systems Linux Red Hat XCB crash while Video Rendering in multithreded application Post 302932390 by anuachin on Wednesday 21st of January 2015 09:57:06 AM
Old 01-21-2015
RedHat XCB crash while Video Rendering in multithreded application

I encounter the following crash on RHEL 7.0 when I run a multithreaded video rendering application using GLFW and OpenGL. OpenGL version is 2.1 and MESA version is 9.3.0

Following is the back trace of the multi-threaded program I am working on:
**************************************************************************************************** *******************
Code:
#0  0x00007f0970e75bb9 in __GI_raise (sig=sig entry=6)
    at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
#1  0x00007f0970e78fc8 in __GI_abort () at abort.c:89
#2  0x00007f0970e6ea76 in __assert_fail_base (
    fmt=0x7f0970fc0370 "%s%s%s:%u: %s%sAssertion `%s' failed.\n%n", 
    assertion=assertion entry=0x7f096f7c9615 "!c->out.queue_len", 
    file=file entry=0x7f096f7c9600 "../../src/xcb_conn.c", 
    line=line entry=186, function=function entry=0x7f096f7c9630 "write_vec")
    at assert.c:92
#3  0x00007f0970e6eb22 in __GI___assert_fail (
    assertion=0x7f096f7c9615 "!c->out.queue_len", 
    file=0x7f096f7c9600 "../../src/xcb_conn.c", line=186, 
    function=0x7f096f7c9630 "write_vec") at assert.c:101
#4  0x00007f096f7bde5b in ?? () from /usr/lib/x86_64-linux-gnu/libxcb.so.1
#5  0x00007f096f7be191 in ?? () from /usr/lib/x86_64-linux-gnu/libxcb.so.1
#6  0x00007f096f7be8a7 in ?? () from /usr/lib/x86_64-linux-gnu/libxcb.so.1
#7  0x00007f096f7be9c8 in xcb_take_socket ()
   from /usr/lib/x86_64-linux-gnu/libxcb.so.1
#8  0x00007f0971d84a38 in ?? () from /usr/lib/x86_64-linux-gnu/libX11.so.6
#9  0x00007f0971d85259 in _XFlush () from /usr/lib/x86_64-linux-gnu/libX11.so.6
#10 0x00007f0971d87c75 in _XGetRequest ()
   from /usr/lib/x86_64-linux-gnu/libX11.so.6
#11 0x00007f0971d810bb in XSync () from /usr/lib/x86_64-linux-gnu/libX11.so.6
---Type <return> to continue, or q <return> to quit---
#12 0x00007f09720c075a in ?? () from /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1
#13 0x000000000040dc89 in _glfwPlatformSwapBuffers ()
#14 0x0000000000404e00 in glfwSwapBuffers ()
#15 0x0000000000403e4f in thread_main (data=0x7fff243ec830) at threads.c:67
#16 0x000000000040f747 in _thrd_wrapper_function (aArg=0x2242f30)
    at tinycthread.c:346
#17 0x00007f097120d182 in start_thread (arg=0x7f096b01d700)
    at pthread_create.c:312
#18 0x00007f0970f39fbd in clone ()
    at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111

Please suggest the resolution.

Last edited by Don Cragun; 01-21-2015 at 05:40 PM.. Reason: Add CODE tags.
 

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vbo_rendering(3)						       Coin							  vbo_rendering(3)

NAME
vbo_rendering - Vertex array and VBO rendering in Coin Coin 2.5 added improved support for OpenGL vertex array and VBO rendering. This might lead to major rendering performance improvements compared to the old rendering code. The new rendering code has been added for the SoIndexedFaceSet, SoVRMLIndexedFaceSet, SoIndexedLineSet, SoVRMLIndexedLineSet, SoPointSet and SoVRMLPointSet nodes. To take advantage of the improved performance vertex array and VBO rendering yields, you'll need to organize your vertex data in a way that makes it possible to render it with OpenGL vertex arrays. OpenGL vertex array rendering does not support multiple index arrays, so all your vertex data (coordinates, normals, colors and texture coordinates) must use the same index array; or use OVERALL binding. For the indexed nodes, this means that PER_VERTEX_INDEXED and OVERALL are the only supported bindings for materials, normals and texture coordinates. When PER_VERTEX_INDEXED binding is used, the corresponding index field should by empty. This will signal the shape to use the coordIndex field for indices. Below is an example scene graph that will be rendered using vertex arrays: NormalBinding { value PER_VERTEX_INDEXED } Coordinate3 { point [ 0 0 0, # 0 1 0 0, # 1 2 0 0, # 2 0 1 0, # 3 1 1 0, # 4 2 1 0, # 5 0 2 0, # 6 1 2 0, # 7 2 2 0, # 8 2 0 0, # 9 2 0 -1, # 10 2 1 0, # 11 2 1 -1, # 12 2 2 0, # 13 2 2 -1 # 14 ] } Normal { vector [ 0 0 1, # 0 0 0 1, # 1 0 0 1, # 2 0 0 1, # 3 0 0 1, # 4 0 0 1, # 5 0 0 1, # 6 0 0 1, # 7 0 0 1, # 8 1 0 0, # 9 1 0 0, # 10 1 0 0, # 11 1 0 0, # 12 1 0 0, # 13 1 0 0 # 14 ] } IndexedFaceSet { coordIndex [ 0, 1, 4, 3, -1, 1, 2, 5, 4, -1, 3, 4, 7, 6, -1, 4, 5, 8, 7, -1, 9, 10, 12, 11, -1, 11, 12, 14, 13, -1 ] normalIndex [ ] # = use coordIndex }.fi Please note that since only one index array can be used, it might be necessary to supply duplicate normals and coordinates to meet this requirement. Also, if normals are needed, you have to supply them. A shape with autogenerated normals can't be rendered using vertex arrays (since a single coordinate might get multiple normals). The PointSet nodes can always be rendered using vertex arrays since these nodes haven't got index arrays, and the only bindings supported are PER_VERTEX and OVERALL. If it's inconvenient to create vertex array ready scene graphs directly from your application, it's also possible to use SoReorganizeAction to reorganize the geometry before rendering. Version 3.1.3 Wed May 23 2012 vbo_rendering(3)
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