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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Long expressions in shaders crash Mesa"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71574#c7">Comment # 7</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Long expressions in shaders crash Mesa"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71574">bug 71574</a>
from <span class="vcard"><a class="email" href="mailto:kevin.rogovin@intel.com" title="Kevin Rogovin <kevin.rogovin@intel.com>"> <span class="fn">Kevin Rogovin</span></a>
</span></b>
<pre>It is debatable whether the shaders that are crashing Mesa really matter as
they would not happen in the wild.
The cause is the following. A tree is built via bison generated code. That code
implements its own stack. However, the tree is walked via recursion using the
OS-provided stack. The crash happens essentially (I think) because of stack
overflow.
Increasing the stack size of walking the tree will just make the bug happen
with even larger expression. The right thing to do is for the Bison generated
code to generate a tree depth value for the tree and the code that walks a tree
checks the depth value and rejects it as "too complicated" if the tree depth is
too great.</pre>
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