crocus crash on old Intel Core i3 CPU M 380
"R. Diez" <[email protected]> Sat, 27 Jan 2024 17:58:15 +0000 (UTC)
| Newsgroups | gmane.comp.video.mesa3d.user |
|---|---|
| Message-ID | <[email protected]> |
Hi all:
I have an old laptop from around 2010 which has served me well over the yea=
rs, and which is still up to most office tasks. More importantly, I use it =
to constantly annoy Windows users, as proof that Linux helps you avoid elec=
tronic waste and costly laptop upgrades, because Linux is much better etc. =
(you know, the full programme). Fortunately, I noticed before I lose face t=
hat Linux wasn't working well anymore. Are you guys failing me now??? Impos=
sible!
Anyway, it's a funny problem indeed. I noticed that opening the properties =
of a package in Synaptic completely and immediately crashes the whole deskt=
op and takes you back to the logon page. I thought the reason is that Synap=
tic runs as root, because running it as a normal user is fine. But then I s=
tarted Synaptic over a remote x2go desktop as root, and it is fine there to=
o. Later on, I saw that starting glxgears as a normal user on the local mon=
itor (not over x2go) also triggers the whole desktop crash. By the way, glx=
gears does not run over x2go, I get "Error: couldn't get an RGB, Double-buf=
fered visual".
I tried the usual trick of prepending LIBGL_ALWAYS_SOFTWARE=3Dtrue to Synap=
tic and glxgears, but it does not help, and neither does setting LIBGL_DRI2=
_DISABLE=3Dtrue or LIBGL_DRI3_DISABLE=3Dtrue. I also tried disabling the de=
sktop compositing by choosing "Marco (No compositor)" in MATE Tweak, to no =
avail.
I turns out that /usr/lib/xorg/Xorg is crashing. I managed to get the call =
stack, see at the bottom of this text. The key error in there "GLSL compile=
failure". Unfortunately, I don't know much about the X.Org Server or Mesa =
in order to pin-point the exact cause.
I hope you guys can help me, as I not only wanted to keep annoying Windows =
users, but I was planning to extend my campaign to Mac users too. I am sure=
you can relate.
All the best,
=C2=A0 rdiez
Version information:
The laptop is a Toshiba Satellite Pro C660 2N2 with an Intel Core i3 CPU M =
380 @ 2.53GHz.
The chipset is a Mobile Intel HM55 Express.
I am running Ubuntu MATE 22.04.3.
Ubuntu package libglapi-mesa version: 23.0.4-0ubuntu1~22.04.1
xdriinfo reports driver 'crocus'.
Command "lspci -nnk | grep VGA -A 12" reports:
00:02.0 VGA compatible controller [0300]: Intel Corporation Core Processor =
Integrated Graphics Controller [8086:0046] (rev 02)
Subsystem: Toshiba Corporation Core Processor Integrated Graphics Controlle=
r [1179:fd3c]
Kernel driver in use: i915
Kernel modules: i915
Command "sudo lshw -class display" reports:
*-display=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=
=C2=A0=C2=A0=C2=A0=C2=A0 =C2=A0
Beschreibung: VGA compatible controller
Produkt: Core Processor Integrated Graphics Controller
Hersteller: Intel Corporation
Physische ID: 2
Bus-Informationen: pci@0000:00:02.0
Logischer Name: /dev/fb0
Version: 02
Breite: 64 bits
Takt: 33MHz
F=C3=A4higkeiten: msi pm vga_controller bus_master cap_list rom fb
Konfiguration: depth=3D32 driver=3Di915 latency=3D0 resolution=3D1366,768
Ressourcen: irq:25 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport=
:5050(Gr=C3=B6=C3=9Fe=3D8) memory:c0000-dffff
The promised call stack is:
(gdb) bt full
#0=C2=A0 __pthread_kill_implementation (no_tid=3D0, signo=3D6, threadid=3D1=
40670667016832) at ./nptl/pthread_kill.c:44
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 tid =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pd =3D 0x7ff071234a80
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 old_mask =3D {__val =3D {9465688=
9039408, 67108868, 140670664975648, 0, 1093664768, 0, 1056964608, 0, 115305=
2300, 0, 3303247417, 0, 3300535948, 0,
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 94656936=
653104, 94656936646208}}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pd =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 old_mask =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 tid =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 resultvar =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 resultvar =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __arg3 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __arg2 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __arg1 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _a3 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _a2 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _a1 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __futex =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 resultvar =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __arg3 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __arg2 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __arg1 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _a3 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _a2 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _a1 =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __futex =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __private =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __oldval =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 result =3D <optimized out>
#1=C2=A0 __pthread_kill_internal (signo=3D6, threadid=3D140670667016832) at=
./nptl/pthread_kill.c:78
No locals.
--Type <RET> for more, q to quit, c to continue without paging--c
#2=C2=A0 __GI___pthread_kill (threadid=3D140670667016832, signo=3Dsigno@ent=
ry=3D6) at ./nptl/pthread_kill.c:89
No locals.
#3=C2=A0 0x00007ff071042476 in __GI_raise (sig=3Dsig@entry=3D6) at ../sysde=
ps/posix/raise.c:26
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D <optimized out>
#4=C2=A0 0x00007ff0710287f3 in __GI_abort () at ./stdlib/abort.c:79
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 save_stage =3D 1
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 act =3D {__sigaction_handler =3D=
{sa_handler =3D 0x5617063f2a30 <OsSigHandler>, sa_sigaction =3D 0x5617063f=
2a30 <OsSigHandler>}, sa_mask =3D {__val =3D {0, 1093664768, 0, 1056964608,=
0, 1153052300, 0, 3303247417, 0, 3300535948, 0, 94656936653104, 9465693664=
6208, 94656936557008, 94656936654768, 7570523831179077456}}, sa_flags =3D 6=
7108868, sa_restorer =3D 0x7ff071042520 <__restore_rt>}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 sigs =3D {__val =3D {32, 0, 3303=
247417, 0, 16, 17176928725415294464, 140723680263936, 140670658732225, 1407=
23680264256, 93, 3, 94656889076915, 206158430248, 140720308486144, 14072368=
0264000, 17176928725415294464}}
#5=C2=A0 0x00005617063f56a0 in OsAbort () at ../../../../os/utils.c:1352
No locals.
#6=C2=A0 0x00005617063faea9 in AbortServer () at ../../../../os/log.c:879
No locals.
#7=C2=A0 0x00005617063fbe9a in FatalError (f=3Df@entry=3D0x7ff070a4e0c1 "GL=
SL compile failure\n") at ../../../../os/log.c:1017
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 args =3D {{gp_offset =3D 8, fp_o=
ffset =3D 48, overflow_arg_area =3D 0x7ffcc8f94130, reg_save_area =3D 0x7ff=
cc8f94060}}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 args2 =3D {{gp_offset =3D 8, fp_=
offset =3D 48, overflow_arg_area =3D 0x7ffcc8f94130, reg_save_area =3D 0x7f=
fcc8f94060}}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 beenhere =3D 1
#8=C2=A0 0x00007ff070a3284e in glamor_compile_glsl_prog (type=3Dtype@entry=
=3D35632, source=3D<optimized out>) at ../../../../glamor/glamor_core.c:75
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 info =3D 0x561709326700 "v\177Wh=
\022V"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 size =3D 93
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ok =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prog =3D 44
#9=C2=A0 0x00007ff070a39d0a in glamor_create_composite_fs (key=3D0x7ffcc8f9=
4230) at ../../../../glamor/glamor_render.c:307
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_none =3D 0x7ff070a4eb68 "ve=
c4 get_mask()\n{\n\treturn vec4(0.0, 0.0, 0.0, 1.0);\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_ca_source =3D 0x7ff070a4ee40 =
"void main()\n{\n\tgl_FragColor =3D dest_swizzle(get_source() * get_mask())=
;\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_ca_alpha =3D 0x7ff070a4ee90 "=
void main()\n{\n\tgl_FragColor =3D dest_swizzle(get_source().a * get_mask()=
);\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_pixmap_fetch =3D 0x7ff070=
a4ea98 "varying vec2 source_texture;\nuniform sampler2D source_sampler;\nun=
iform vec4 source_wh;\nvec4 get_source()\n{\n\treturn rel_sampler_rgbx(sour=
ce_sampler, source_texture,\n\t\t\t\tsource_wh, source_repeat_mode);\n"...
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_swizzle =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_solid_fetch =3D 0x7ff070a=
4e980 "uniform vec4 source;\nvec4 get_source()\n{\n\treturn source;\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_pixmap_fetch =3D 0x7ff070a4=
eca0 "varying vec2 mask_texture;\nuniform sampler2D mask_sampler;\nuniform =
vec4 mask_wh;\nvec4 get_mask()\n{\n\treturn rel_sampler_rgbx(mask_sampler, =
mask_texture,\n\t\t\t\tmask_wh, mask_repeat_mode);\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_normal =3D 0x7ff070a4edf0 "vo=
id main()\n{\n\tgl_FragColor =3D dest_swizzle(get_source() * get_mask().a);=
\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_fetch =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 relocate_texture =3D 0x7ff070a4f=
4e0 "vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n{\n\tvec2 rel_=
tex; \n\trel_tex =3D texture * wh.xy; \n\tif (repeat =3D=3D RepeatFix + Rep=
eatNone)\n\t\treturn rel_tex; \n\telse if (repeat =3D=3D RepeatFix + Repeat=
No"...
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 rel_sampler =3D 0x7ff070a4f1e0 "=
vec4 rel_sampler_rgba(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\=
n{\n\tif (repeat >=3D RepeatFix) {\n\t\ttex =3D rel_tex_coord(tex, wh, repe=
at);\n\t\tif (repeat =3D=3D RepeatFix + RepeatNone) {\n\t\t\tif (tex.x "...
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_solid_fetch =3D 0x7ff070a4e=
ba0 "uniform vec4 mask;\nvec4 get_mask()\n{\n\treturn mask;\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_ca_dual_blend =3D 0x7ff070a4e=
ee0 "out vec4 color0;\nout vec4 color1;\nvoid main()\n{\n\tcolor0 =3D dest_=
swizzle(get_source() * get_mask());\n\tcolor1 =3D dest_swizzle(get_source()=
.a * get_mask());\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source =3D 0x561709436ad0 "#vers=
ion 130\n#ifdef GL_ES\nprecision mediump float;\n#endif\n#define RepeatNone=
", ' ' <wiederholt 15 Mal>, "\t=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 0\n#define Re=
peatNormal", ' ' <wiederholt 21 Mal>, "1\n#define RepeatPad", ' ' <wiederho=
lt 24 Mal>, "2\n#define Repeat"...
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_fetch =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 repeat_define =3D 0x7ff070a4f8a0=
"#define RepeatNone", ' ' <wiederholt 15 Mal>, "\t=C2=A0=C2=A0=C2=A0=C2=A0=
=C2=A0 0\n#define RepeatNormal", ' ' <wiederholt 21 Mal>, "1\n#define Repea=
tPad", ' ' <wiederholt 24 Mal>, "2\n#define RepeatReflect", ' ' <wiederholt=
20 Mal>, "3\n#define RepeatFix\t\t=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 \t=C2=A0=
=C2=A0 "...
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_alpha_pixmap_fetch =3D 0x=
7ff070a4e9c0 "varying vec2 source_texture;\nuniform sampler2D source_sample=
r;\nuniform vec4 source_wh;vec4 get_source()\n{\n\treturn rel_sampler_rgba(=
source_sampler, source_texture,\n\t\t\t=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=
=C2=A0 source_wh, source_repeat_m"...
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prog =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_alpha_pixmap_fetch =3D 0x7f=
f070a4ebd8 "varying vec2 mask_texture;\nuniform sampler2D mask_sampler;\nun=
iform vec4 mask_wh;\nvec4 get_mask()\n{\n\treturn rel_sampler_rgba(mask_sam=
pler, mask_texture,\n\t\t\t=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_=
wh, mask_repeat_mode);\n}\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_swizzle_default =3D 0x7ff07=
0a4ed60 "vec4 dest_swizzle(vec4 color)\n{\treturn color;}"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_swizzle_alpha_to_red =3D 0x=
7ff070a4ed90 "vec4 dest_swizzle(vec4 color)\n{\tfloat undef;\n\treturn vec4=
(color.a, undef, undef, undef);}"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 header_ca_dual_blend =3D 0x7ff07=
0a4fbd0 "#version 130\n"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 header =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 header_norm =3D 0x7ff070a4e10f "=
"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 repeat_define =3D <optimized out=
>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 relocate_texture =3D <optimized =
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 rel_sampler =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_solid_fetch =3D <optimize=
d out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_alpha_pixmap_fetch =3D <o=
ptimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_pixmap_fetch =3D <optimiz=
ed out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_none =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_solid_fetch =3D <optimized =
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_alpha_pixmap_fetch =3D <opt=
imized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_pixmap_fetch =3D <optimized=
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_swizzle_default =3D <optimi=
zed out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_swizzle_alpha_to_red =3D <o=
ptimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_normal =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_ca_source =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_ca_alpha =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in_ca_dual_blend =3D <optimized =
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 header_ca_dual_blend =3D <optimi=
zed out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_fetch =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_fetch =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 in =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 header =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 header_norm =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_swizzle =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prog =3D <optimized out>
#10 glamor_create_composite_shader (shader=3D0x561708032e90, key=3D0x7ffcc8=
f94230, screen=3D0x561707f2cda0) at ../../../../glamor/glamor_render.c:362
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prog =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_sampler_uniform_location =
=3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 vs =3D 43
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 fs =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_sampler_uniform_location =
=3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 vs =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 fs =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prog =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_sampler_uniform_location =
=3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_sampler_uniform_location =
=3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D <optimized out>
#11 glamor_lookup_composite_shader (key=3D0x7ffcc8f94230, screen=3D0x561707=
f2cda0) at ../../../../glamor/glamor_render.c:421
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D 0x56170802fd90
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 shader =3D 0x561708032e90
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 shader =3D <optimized out>
#12 glamor_composite_choose_shader (op=3Dop@entry=3D3 '\003', source=3Dsour=
ce@entry=3D0x56170927d590, mask=3Dmask@entry=3D0x561709330bb0, dest=3Ddest@=
entry=3D0x56170927f310, source_pixmap=3Dsource_pixmap@entry=3D0x561709434ec=
0, mask_pixmap=3Dmask_pixmap@entry=3D0x561709434690, dest_pixmap=3D0x561709=
281c30, source_pixmap_priv=3D0x561709434f10, mask_pixmap_priv=3D0x561709434=
6e0, dest_pixmap_priv=3D0x561709281c80, s_key=3D0x7ffcc8f94470, shader=3D0x=
7ffcc8f94458, op_info=3D0x7ffcc8f94490, psaved_source_format=3D0x7ffcc8f944=
54, ca_state=3DCA_DUAL_BLEND) at ../../../../glamor/glamor_render.c:1032
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 screen =3D 0x561707f2cda0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_needs_upload =3D <optimiz=
ed out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_needs_upload =3D <optimized=
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 saved_source_format =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 key =3D {source =3D SHADER_SOURC=
E_TEXTURE_ALPHA, mask =3D SHADER_MASK_TEXTURE_ALPHA, in =3D glamor_program_=
alpha_dual_blend, dest_swizzle =3D SHADER_DEST_SWIZZLE_DEFAULT}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_solid_color =3D <optimize=
d out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_solid_color =3D <optimized =
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __FUNCTION__ =3D "glamor_composi=
te_choose_shader"
#13 0x00007ff070a3ad39 in glamor_composite_with_shader (ca_state=3DCA_DUAL_=
BLEND, rects=3D0x7ffcc8f94510, nrect=3D1, dest_pixmap_priv=3D0x561709281c80=
, mask_pixmap_priv=3D0x5617094346e0, source_pixmap_priv=3D0x561709434f10, d=
est_pixmap=3D0x561709281c30, mask_pixmap=3D0x561709434690, source_pixmap=3D=
0x561709434ec0, dest=3D0x56170927f310, mask=3D0x561709330bb0, source=3D0x56=
170927d590, op=3D<optimized out>) at ../../../../glamor/glamor_render.c:114=
4
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dst_xscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 src_yscale =3D 1
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 key =3D {source =3D 33639, mask =
=3D SHADER_MASK_NONE, in =3D 155404208, dest_swizzle =3D (SHADER_DEST_SWIZZ=
LE_ALPHA_TO_RED | SHADER_DEST_SWIZZLE_COUNT | unknown: 0x5614)}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_y_off =3D 1680105488
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_y_off =3D 9
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 src_matrix =3D {4.7138279e-41, 4=
.97881344e-42, 0, 7.70714155e-44, 0, 0, 0, 0, 7.70714155e-44}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pmask_matrix =3D 0x0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 nrect_max =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dst_yscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 shader =3D 0x0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 op_info =3D {dest_alpha =3D 0, s=
ource_alpha =3D 1, source_blend =3D 1, dest_blend =3D 35066}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 op_info_ca =3D {dest_alpha =3D 5=
5, source_alpha =3D 32993, source_blend =3D 155404208, dest_blend =3D 22039=
}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 saved_source_format =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 screen =3D 0x561707f2cda0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_xscale =3D 1
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 key_ca =3D {source =3D 168031096=
0, mask =3D 32752, in =3D 1855145438, dest_swizzle =3D (unknown: 0x7ff0)}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_x_off =3D 32752
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D 0x56170802fd90
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_yscale =3D 1
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 src_xscale =3D 1
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_x_off =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_y_off =3D 1855145615
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_x_off =3D 32752
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_matrix =3D {4.97881344e-42,=
0, 2.35059785e-33, 3.08832169e-41, 1.21287522e+22, 4.58953273e-41, 2.28249=
941e+28, 4.58953273e-41, 7.70714155e-44}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 psrc_matrix =3D 0x0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 shader_ca =3D 0x0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 screen =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dst_xscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dst_yscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_xscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_yscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 src_xscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 src_yscale =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 key =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 key_ca =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_x_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_y_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_x_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_y_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_x_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_y_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 saved_source_format =3D <optimiz=
ed out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 src_matrix =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_matrix =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 psrc_matrix =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pmask_matrix =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 nrect_max =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ret =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 shader =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 shader_ca =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 op_info =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 op_info_ca =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __FUNCTION__ =3D "glamor_composi=
te_with_shader"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 fail =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 disable_va =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _w_ =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _h_ =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _i_ =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _i_ =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 bounds =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 i =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 box =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mrect =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 rect_processed =3D <optimized ou=
t>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 vb_stride =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 vertices =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 x_source =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 y_source =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 x_mask =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 y_mask =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 x_dest =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 y_dest =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 width =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 height =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 fbo_x_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 fbo_y_off =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _t0_ =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _t1_ =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _t2_ =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 _t5_ =3D <optimized out>
#14 glamor_composite_clipped_region (op=3D<optimized out>, source=3D0x56170=
927f4b0, mask=3D0x561709330bb0, dest=3D0x56170927f310, source_pixmap=3D<opt=
imized out>, mask_pixmap=3D<optimized out>, dest_pixmap=3D0x561709281c30, r=
egion=3D0x7ffcc8f94680, x_source=3D<optimized out>, y_source=3D<optimized o=
ut>, x_mask=3D<optimized out>, y_mask=3D<optimized out>, x_dest=3D130, y_de=
st=3D24) at ../../../../glamor/glamor_render.c:1578
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 box_cnt =3D 1
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_pixmap_priv =3D <optimize=
d out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_pixmap_priv =3D <optimized =
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_pixmap_priv =3D 0x561709281=
c80
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 screen =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 temp_src =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 temp_mask =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 temp_src_pixmap =3D <optimized o=
ut>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 temp_mask_pixmap =3D <optimized =
out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 temp_src_priv =3D <optimized out=
>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 temp_mask_priv =3D <optimized ou=
t>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 x_temp_src =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 y_temp_src =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 x_temp_mask =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 y_temp_mask =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 extent =3D 0x7ffcc8f94680
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 rect =3D {{x_src =3D 0, y_src =
=3D 0, x_mask =3D 0, y_mask =3D 0, x_dst =3D 130, y_dst =3D 24, width =3D 9=
, height =3D 11}, {x_src =3D 11, y_src =3D 0, x_mask =3D 0, y_mask =3D 0, x=
_dst =3D -12896, y_dst =3D 2034, width =3D 22039, height =3D 0}, {x_src =3D=
11984, y_src =3D 2178, x_mask =3D 22039, y_mask =3D 0, x_dst =3D -2896, y_=
dst =3D 2343, width =3D 22039, height =3D 0}, {x_src =3D 2992, y_src =3D 23=
55, x_mask =3D 22039, y_mask =3D 0, x_dst =3D 24, y_dst =3D 0, width =3D 0,=
height =3D 0}, {x_src =3D 130, y_src =3D 0, x_mask =3D 0, y_mask =3D 0, x_=
dst =3D 27393, y_dst =3D 1584, width =3D 22039, height =3D 0}, {x_src =3D 0=
, y_src =3D 0, x_mask =3D 9, y_mask =3D 0, x_dst =3D 11, y_dst =3D 0, width=
=3D 1, height =3D 0}, {x_src =3D -32543, y_src =3D 0, x_mask =3D -31897, y=
_mask =3D 0, x_dst =3D -13292, y_dst =3D 1588, width =3D 22039, height =3D =
0}, {x_src =3D -3312, y_src =3D 2343, x_mask =3D 22039, y_mask =3D 0, x_dst=
=3D 2992, y_dst =3D 2355, width =3D 22039, height =3D 0}, {x_src =3D 18048=
, y_src =3D -14087, x_mask =3D 32764, y_mask =3D 0, x_dst =3D -11580, y_dst=
=3D 1588, width =3D 22039, height =3D 0}, {x_src =3D 0, y_src =3D 0, x_mas=
k =3D 0, y_mask =3D 0, x_dst =3D -10674, y_dst =3D 1588, width =3D 22039, h=
eight =3D 0}}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prect =3D 0x7ffcc8f94510
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prect_size =3D 10
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ok =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 i =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 width =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 height =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 box =3D 0x7ffcc8f94680
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 nbox =3D 1
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ca_state =3D CA_DUAL_BLEND
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __FUNCTION__ =3D "glamor_composi=
te_clipped_region"
#15 0x00007ff070a3c71e in glamor_composite (op=3Dop@entry=3D3 '\003', sourc=
e=3Dsource@entry=3D0x56170927f4b0, mask=3Dmask@entry=3D0x561709330bb0, dest=
=3Ddest@entry=3D0x56170927f310, x_source=3D<optimized out>, y_source=3D<opt=
imized out>, x_mask=3D0, y_mask=3D0, x_dest=3D130, y_dest=3D24, width=3D9, =
height=3D11) at ../../../../glamor/glamor_render.c:1717
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 screen =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 dest_pixmap =3D 0x561709281c30
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 source_pixmap =3D <optimized out=
>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 mask_pixmap =3D 0x561709434690
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D 0x56170802fd90
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 region =3D {extents =3D {x1 =3D =
130, y1 =3D 24, x2 =3D 139, y2 =3D 35}, data =3D 0x0}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 extent =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 nbox =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ok =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 force_clip =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 fail =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 __FUNCTION__ =3D "glamor_composi=
te"
#16 0x00007ff070a34679 in glamor_composite_glyphs (op=3D3 '\003', src=3D0x5=
6170927f4b0, dst=3D0x56170927f310, glyph_format=3D<optimized out>, x_src=3D=
130, y_src=3D<optimized out>, nlist=3D<optimized out>, list=3D0x7ffcc8f949e=
0, glyphs=3D0x7ffcc8f94dd8) at ../../../../glamor/glamor_composite_glyphs.c=
:394
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyph_pict =3D 0x561709330bb0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyph_draw =3D 0x561709434690
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyph =3D 0x561709325ae0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyphs_queued =3D 0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 v =3D 0x0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 drawable =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 screen =3D 0x561707f2cda0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glamor_priv =3D 0x56170802fd90
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 prog =3D 0x0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyphs_program =3D 0x561708030ee=
0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyph_atlas =3D 0x56170802e670
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 x =3D 130
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 y =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 n =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyph_atlas_dim =3D 1024
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyph_max_dim =3D 128
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 nglyph =3D 8
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 screen_num =3D <optimized out>
#17 0x000056170635fd37 in damageGlyphs (op=3D<optimized out>, pSrc=3D0x5617=
0927f4b0, pDst=3D0x56170927f310, maskFormat=3D0x56170802a930, xSrc=3D<optim=
ized out>, ySrc=3D<optimized out>, nlist=3D1, list=3D0x7ffcc8f949d0, glyphs=
=3D0x7ffcc8f94dd0) at ../../../../../miext/damage/damage.c:579
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pScreen =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 ps =3D 0x56170802b040
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pScrPriv =3D 0x561708026430
#18 0x0000561706353f23 in ProcRenderCompositeGlyphs (client=3D<optimized ou=
t>) at ../../../../render/render.c:1377
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyphSet =3D 0x561709286fd0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 gs =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pSrc =3D 0x56170927f4b0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pDst =3D 0x56170927f310
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 pFormat =3D 0x56170802a930
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 listsLocal =3D {{xOff =3D 130, y=
Off =3D 32, len =3D 8 '\b', format =3D 0x56170802a930}, {xOff =3D 0, yOff =
=3D 0, len =3D 0 '\000', format =3D 0x0} <repeats 63 times>}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 lists =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 listsBase =3D 0x7ffcc8f949d0
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyphsLocal =3D {0x561709325ae0,=
0x5617091f2d10, 0x56170932fef0, 0x561709325ae0, 0x561709285fd0, 0x56170932=
dd70, 0x56170927a500, 0x561709434c20, 0x0 <repeats 241 times>, 0x56170887f9=
70, 0x56170887f1b0, 0x5617064c5ca8 <XaceHooks+8>, 0x7ffcc8f955f0, 0x5617062=
81a1c <_CallCallbacks+60>, 0x5617090c1840, 0x561708b6ca10}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyph =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyphs =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 glyphsBase =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 elt =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 buffer =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 end =3D 0x561708fc1eac "\213\a\0=
02"
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 nglyph =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 nlist =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 space =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 size =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 rc =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 n =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 stuff =3D <optimized out>
#19 0x000056170627c635 in Dispatch () at ../../../../dix/dispatch.c:550
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 result =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 client =3D 0x561708b6ca10
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 start_tick =3D 370
#20 0x00005617062806b4 in dix_main (argc=3D11, argv=3D0x7ffcc8f957e8, envp=
=3D<optimized out>) at ../../../../dix/main.c:272
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 i =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 alwaysCheckForInput =3D {0, 1}
#21 0x00007ff071029d90 in __libc_start_call_main (main=3Dmain@entry=3D0x561=
7062695d0 <main>, argc=3Dargc@entry=3D11, argv=3Dargv@entry=3D0x7ffcc8f957e=
8) at ../sysdeps/nptl/libc_start_call_main.h:58
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 self =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 result =3D <optimized out>
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 unwind_buf =3D {cancel_jmp_buf =
=3D {{jmp_buf =3D {0, -1754599137536310662, 140723680270312, 94656887428560=
, 94656889607544, 140670674415680, 1756395693668762234, 1749238768125018746=
}, mask_was_saved =3D 0}}, priv =3D {pad =3D {0x0, 0x0, 0x0, 0x0}, data =3D=
{prev =3D 0x0, cleanup =3D 0x0, canceltype =3D 0}}}
=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0 not_first_call =3D <optimized ou=
t>
#22 0x00007ff071029e40 in __libc_start_main_impl (main=3D0x5617062695d0 <ma=
in>, argc=3D11, argv=3D0x7ffcc8f957e8, init=3D<optimized out>, fini=3D<opti=
mized out>, rtld_fini=3D<optimized out>, stack_end=3D0x7ffcc8f957d8) at ../=
csu/libc-start.c:392
No locals.
#23 0x0000561706269605 in _start ()
No symbol table info available.