[Bug 96528] Location qualifier segfaults during shader compilation

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Jun 14 17:00:59 UTC 2016


https://bugs.freedesktop.org/show_bug.cgi?id=96528

            Bug ID: 96528
           Summary: Location qualifier segfaults during shader compilation
           Product: Mesa
           Version: 11.2
          Hardware: x86-64 (AMD64)
                OS: Linux (All)
            Status: NEW
          Severity: normal
          Priority: medium
         Component: glsl-compiler
          Assignee: idr at freedesktop.org
          Reporter: pavol at klacansky.com
        QA Contact: intel-3d-bugs at lists.freedesktop.org

Following shader program causes segfault during
glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &str);

```
#version 450


layout(location = 0, std140) uniform MatrixBlock {
        mat4 model;
        mat4 view;
        mat4 projection;
};


out gl_PerVertex {
        vec4 gl_Position;
};


void
main(void)
{
        gl_Position = vec4(1.0);
}
```

I know that binding should be used in this case for interface block, but should
not the compiler give an error? Tested on r600 and llvmpipe.

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