Unity game segfaults often
It always segfaults in the same way, with the following backtrace
(gdb) bt
#0 util_range_add () at ../mesa-22.1.0/src/gallium/auxiliary/util/u_range.h:65
#1 si_buffer_do_flush_region () at ../mesa-22.1.0/src/gallium/drivers/radeonsi/si_buffer.c:495
#2 0x00007f4ba7510289 in si_buffer_flush_region () at ../mesa-22.1.0/src/gallium/drivers/radeonsi/si_buffer.c:507
#3 si_buffer_flush_region () at ../mesa-22.1.0/src/gallium/drivers/radeonsi/si_buffer.c:498
#4 0x00007f4ba7285836 in tc_call_transfer_flush_region () at ../mesa-22.1.0/src/gallium/auxiliary/util/u_threaded_context.c:2300
#5 0x00007f4ba7268eb9 in tc_batch_execute () at ../mesa-22.1.0/src/gallium/auxiliary/util/u_threaded_context.c:211
#6 0x00007f4ba6d819e7 in util_queue_thread_func () at ../mesa-22.1.0/src/util/u_queue.c:313
#7 0x00007f4ba6d7b0bc in impl_thrd_routine () at ../mesa-22.1.0/include/c11/threads_posix.h:87
#8 0x00007f4ba979854d in start_thread (arg=<optimized out>) at pthread_create.c:442
#9 0x00007f4ba981db14 in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:100
seems to imply the buffer's valid_buffer_range is a null pointer? not sure how that can happen
Edited by Paul Mulders