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            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - Segfault when calling glTexSubImage2D on storage texture to bound FBO"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=91673#c3">Comment # 3</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - Segfault when calling glTexSubImage2D on storage texture to bound FBO"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=91673">bug 91673</a>
              from <span class="vcard"><a class="email" href="mailto:dongseong.hwang@intel.com" title="Dongseong Hwang <dongseong.hwang@intel.com>"> <span class="fn">Dongseong Hwang</span></a>
</span></b>
        <pre>(In reply to Tapani Pälli from <a href="show_bug.cgi?id=91673#c2">comment #2</a>)
<span class="quote">> With a bit of testing it seems things work fine if glTexStorage2D call is
> moved to happen right after first glBindTexture call (this is also how is
> being done in some Piglit tests). Maybe this will help you get forward while
> the bug is being fixed.</span >

That's good hint for chromium.

Mesa crashes on updating immutable texture bound to FBO.
So following code doesn't crash

    GLuint tex_;
    GLuint fbo_;
    glGenTextures(1, &tex_);
    glBindTexture(GL_TEXTURE_2D, tex_);

    glGenFramebuffers(1, &fbo_);
    glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
    glFramebufferTexture2D(GL_FRAMEBUFFER,
                           GL_COLOR_ATTACHMENT0,
                           GL_TEXTURE_2D,
                           tex_,
                           0);

    glBindTexture(GL_TEXTURE_2D, tex_);
    glTexStorage2D(GL_TEXTURE_2D, 2, GL_RGBA8, 2, 2);

    // hack to prevent crash
    glFramebufferTexture2D(GL_FRAMEBUFFER,
                           GL_COLOR_ATTACHMENT0,
                           GL_TEXTURE_2D,
                           0,
                           0);

    // not SEGFAULT lol
    glTexSubImage2D(GL_TEXTURE_2D,
                    0,
                    0, 0,
                    2, 2,
                    GL_RGBA, GL_UNSIGNED_BYTE,
                    source_pixels);

    glFramebufferTexture2D(GL_FRAMEBUFFER,
                           GL_COLOR_ATTACHMENT0,
                           GL_TEXTURE_2D,
                           tex_,
                           0);</pre>
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