Hi all,
I've compiled 2 complex shaders, and checked syntax and
array declerations. However, upon referencing either
shader with RiSurface, it crashes:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 27599)]
0x4010fdc6 in slparse() () at sdr.y:1206
1206
currentData.currentArray->string =
currentData.strings[currentData.currentString++] =
strdup($2);
(Note, this is ri/sdr.y). Seems to be a string array
initialization error, but all my string arrays appear
to be aptly defined. Here is a backtrace:
(gdb) bt
#0 0x4010fdc6 in slparse() () at sdr.y:1206
#1 0x401120d7 in parseShader(char const*, char const*)
(shaderName=0xbffe5fd0 "displacement_beta6",
name=0xbffe5220 "displacement_beta6.sdr") at sdr.y:2204
#2 0x400e248d in CRendererContext::getShader(char
const*, int, int, char**, void**) (this=0x804b120,
name=0xbffe5fd0 "displacement_beta6",
type=2, np=10, params=0x8063c48, vals=0x8063cf0) at
renderer.cpp:602
#3 0x400ea42b in
CRendererContext::RiDisplacementV(char*, int, char**,
char**) (this=0x804b120, name=0xbffe5fd0
"displacement_beta6",
n=10, tokens=0x8063c48, params=0x8063cf0) at
renderer.cpp:4000
#4 0x400f8f35 in RiDisplacementV (name=0xbffe5fd0
"displacement_beta6", n=10, tokens=0x8063c48,
params=0x8063cf0) at ri.cpp:1264
#5 0x400fd5a5 in ribparse() () at rib.y:1508
#6 0x40100ef0 in ribParse(_IO_FILE*, void (*)(char
const*)) (in=0x0, c=0xabd1e78) at rib.y:2653
#7 0x400f0e16 in
CRendererContext::RiReadArchiveV(char*, void (*)(char
const*), int, char**, char**) (this=0xabd1e78,
filename=0xbffff6ae "sam.180.rib", callback=0, n=0,
tokens=0x8062790, params=0x8062860) at
renderer.cpp:5884
#8 0x400faa5c in RiReadArchiveV (filename=0xbffff6ae
"sam.180.rib",
callback=0, n=0, tokens=0x8062790,
params=0x8062860) at ri.cpp:2037
#9 0x400fa9fe in RiReadArchive (filename=0xbffff6ae
"sam.180.rib",
callback=0) at ri.cpp:2026
#10 0x0804937e in main (argc=2, argv=0xbffff524) at
rndr.cpp:363
#11 0x404ad62d in __libc_start_main () from /lib/libc.so.6
(gdb)
Can someone take a look? I'm not gdb savvy, so any
additional information I can give, I will give.
Logged In: YES
user_id=995400
Is there any chance you could upload the shader (or a cut down one) which
exhibits the problem?
Thanks
George