Comments (5)
Linking the Window issue because it's relevant: #2603
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Here is the gdb backtrace
#0 0x00007ffff2db3f60 in ??? ()
#1 0x00007ffff7725e83 in GL_DestroyTexture (renderer=<optimized out>, texture=0x203f5b0)
at /usr/src/libsdl2-2.28.3+dfsg-2/src/render/opengl/SDL_render_gl.c:1509
#2 0x00007ffff772c00c in SDL_DestroyTexture_REAL (texture=0x203f5b0) at /usr/src/libsdl2-2.28.3+dfsg-2/src/render/SDL_render.c:4287
#3 0x00007ffff3474d6e in __pyx_pf_6pygame_5_sdl2_5video_7Texture_4__dealloc__ (__pyx_v_self=0x7ffff7a46400)
at src_c/_sdl2/video.c:8117
#4 __pyx_pw_6pygame_5_sdl2_5video_7Texture_5__dealloc__ (__pyx_v_self=0x7ffff7a46400) at src_c/_sdl2/video.c:8089
#5 __pyx_tp_dealloc_6pygame_5_sdl2_5video_Texture (o=0x7ffff7a46400) at src_c/_sdl2/video.c:21316
#6 0x000000000055e361 in _Py_Dealloc (op=<optimized out>) at ../Objects/object.c:2390
#7 Py_DECREF (op=<optimized out>) at ../Include/object.h:538
#8 Py_XDECREF (op=<optimized out>) at ../Include/object.h:602
#9 free_keys_object (keys=0x12e2d70) at ../Objects/dictobject.c:664
#10 dictkeys_decref (dk=0x12e2d70) at ../Objects/dictobject.c:324
#11 PyDict_Clear (op=<optimized out>) at ../Objects/dictobject.c:2108
#12 0x00000000005f2dca in dict_tp_clear (op=<optimized out>) at ../Objects/dictobject.c:3566
#13 0x00000000004d30b0 in delete_garbage
(old=0xa56988 <_PyRuntime+59656>, collectable=0x7fffffffd470, gcstate=0xa56940 <_PyRuntime+59584>, tstate=0xa70a38 <_PyRuntime+166328>) at ../Modules/gcmodule.c:1013
#14 gc_collect_main (tstate=0xa70a38 <_PyRuntime+166328>, generation=2, n_collected=0x0, n_uncollectable=0x0, nofail=1)
at ../Modules/gcmodule.c:1287
#15 0x0000000000610230 in _PyGC_CollectNoFail.isra.0 (tstate=tstate@entry=0xa70a38 <_PyRuntime+166328>) at ../Modules/gcmodule.c:2110
#16 0x000000000060f831 in finalize_modules (tstate=0xa70a38 <_PyRuntime+166328>) at ../Python/pylifecycle.c:1560
#17 0x00000000005f6f88 in Py_FinalizeEx () at ../Python/pylifecycle.c:1833
#18 0x0000000000606745 in Py_RunMain () at ../Modules/main.c:682
#19 0x00000000005cb9db in Py_BytesMain (argc=<optimized out>, argv=<optimized out>) at ../Modules/main.c:734
#20 0x00007ffff7c280d0 in __libc_start_call_main (main=main@entry=0x5cb940 <main>, argc=argc@entry=2, argv=argv@entry=0x7fffffffd848)
at ../sysdeps/nptl/libc_start_call_main.h:58
--Type <RET> for more, q to quit, c to continue without paging--
#21 0x00007ffff7c28189 in __libc_start_main_impl
(main=0x5cb940 <main>, argc=2, argv=0x7fffffffd848, init=<optimized out>, fini=<optimized out>, rtld_fini=<optimized out>, stack_end=0x7fffffffd838) at ../csu/libc-start.c:360
#22 0x00000000005cb875 in _start ()
So basically segfault happens in Texture
dealloc
from pygame-ce.
Segfault happens in texture dealloc?
I'd like to confirm that this is not window related. It seems like if you had an app not using textures it should raise the pygame.error, operation not supported, and that would be fine.
from pygame-ce.
Also yeesh, opacity doesn't work on wayland, always_on_top doesn't work on wayland...
from pygame-ce.
Okay so I commented out all the Texture
usages in that examples, and then Renderer
dealloc started segfaulting.
However, simple software rendering with pygame.Window
works just fine, thankfully
UPDATE: okay so I could get the video example to work under wayland, but had do to a couple of workarounds
- obviously, comment out the opacity set part
- and more importantly, manually
del
allTexture
s andRenderer
s used in the code before callingpygame.quit
by doing
del renderer
del renderer2
del streamtex
del tex
del tex2
from pygame-ce.
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